, including all inherited members.
ApplyDisplacementMap(const vector< SDVertex * > verts, const Normal *norms, const float *uvs) const | lux::LoopSubdiv | [private] |
Area() const | lux::Shape | [inline, virtual] |
beta(int valence) const | lux::LoopSubdiv | [inline, private] |
CanIntersect() const | lux::LoopSubdiv | [virtual] |
CreateShape(const Transform &o2w, bool reverseOrientation, const ParamSet ¶ms, map< string, boost::shared_ptr< Texture< float > > > *floatTextures) | lux::LoopSubdiv | [static] |
displacementMap | lux::LoopSubdiv | [private] |
displacementMapNormalSmooth | lux::LoopSubdiv | [private] |
displacementMapOffset | lux::LoopSubdiv | [private] |
displacementMapScale | lux::LoopSubdiv | [private] |
displacementMapSharpBoundary | lux::LoopSubdiv | [private] |
faces | lux::LoopSubdiv | [private] |
gamma(int valence) const | lux::LoopSubdiv | [inline, private] |
GenerateNormals(const vector< SDVertex * > verts, vector< Normal > &Ns) | lux::LoopSubdiv | [private, static] |
GetShadingGeometry(const Transform &obj2world, const DifferentialGeometry &dg, DifferentialGeometry *dgShading) const | lux::Shape | [inline, virtual] |
hasUV | lux::LoopSubdiv | [private] |
Intersect(const Ray &ray, float *tHit, DifferentialGeometry *dg) const | lux::Shape | [inline, virtual] |
IntersectP(const Ray &ray) const | lux::Shape | [inline, virtual] |
LoopSubdiv(const Transform &o2w, bool ro, int nt, int nv, const int *vi, const Point *P, const float *uv, int nlevels, const boost::shared_ptr< Texture< float > > dismap, float dmscale, float dmoffset, bool dmnormalsmooth, bool dmsharpboundary) | lux::LoopSubdiv | |
nLevels | lux::LoopSubdiv | [private] |
ObjectBound() const | lux::LoopSubdiv | [virtual] |
ObjectToWorld | lux::Shape | |
Pdf(const Point &Pshape) const | lux::Shape | [inline, virtual] |
Pdf(const Point &p, const Vector &wi) const | lux::Shape | [inline, virtual] |
Refine(vector< boost::shared_ptr< Shape > > &refined) const | lux::LoopSubdiv | |
lux::Shape::Refine(vector< boost::shared_ptr< Shape > > &refined) const | lux::Shape | [inline, virtual] |
reverseOrientation | lux::Shape | |
Sample(float u1, float u2, Normal *Ns) const | lux::Shape | [inline, virtual] |
Sample(const Point &P, float u1, float u2, Normal *Ns) const | lux::Shape | [inline, virtual] |
Shape(const Transform &o2w, bool ro) | lux::Shape | |
transformSwapsHandedness | lux::Shape | |
vertices | lux::LoopSubdiv | [private] |
weightBoundary(SDVertex *destVert, SDVertex *vert, float beta) const | lux::LoopSubdiv | [private] |
weightOneRing(SDVertex *destVert, SDVertex *vert, float beta) const | lux::LoopSubdiv | [private] |
WorldBound() const | lux::LoopSubdiv | [virtual] |
WorldToObject | lux::Shape | |
~LoopSubdiv() | lux::LoopSubdiv | |
~Shape() | lux::Shape | [inline, virtual] |