OpenSceneGraph/doc/doc++/osg/osg.html
2003-01-24 23:36:35 +00:00

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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<TITLE>namespace osg</TITLE>
<META NAME="GENERATOR" CONTENT="DOC++ 3.4.10">
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<BODY BGCOLOR="#ffffff">
<H2>namespace <A HREF="#DOC.DOCU">osg</A></H2></H2>
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class SG_EXPORT <B><A HREF="AlphaFunc.html">AlphaFunc</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulate OpenGL glAlphaFunc</I>
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class SG_EXPORT <B><A HREF="AnimationPath.html">AnimationPath</A></B>: public virtual <!1><A HREF="Object.html">osg::Object</A>
<DD><I>AnimationPath for specify the time varying transformation pathway to use when update camera and model objects.</I>
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class SG_EXPORT <B><A HREF="AnimationPathCallback.html">AnimationPathCallback</A></B>: public <!1><A HREF="NodeCallback.html">NodeCallback</A>
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class SG_EXPORT <B><A HREF="Array.html">Array</A></B>: public <!1><A HREF="Object.html">Object</A>
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template&lt;typename <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>, Array::Type ARRAYTYPE, int DataSize, int DataType&gt; class <B><A HREF="TemplateArray.html">TemplateArray</A></B>: public <!1><A HREF="Array.html">Array</A>, public std::vector&lt;<!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;
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class SG_EXPORT <B><A HREF="IndexArray.html">IndexArray</A></B>: public <!1><A HREF="Array.html">Array</A>
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template&lt;typename <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>, Array::Type ARRAYTYPE, int DataSize, int DataType&gt; class <B><A HREF="TemplateIndexArray.html">TemplateIndexArray</A></B>: public <!1><A HREF="IndexArray.html">IndexArray</A>, public std::vector&lt;<!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLbyte,Array::ByteArrayType,1,GL_BYTE&gt; <B><A HREF="#DOC.2.8">ByteArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLshort,Array::ShortArrayType,1,GL_SHORT&gt; <B><A HREF="#DOC.2.9">ShortArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLint,Array::IntArrayType,1,GL_INT&gt; <B><A HREF="#DOC.2.10">IntArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLubyte,Array::UByteArrayType,1,GL_UNSIGNED_BYTE&gt; <B><A HREF="#DOC.2.11">UByteArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLushort,Array::UShortArrayType,1,GL_UNSIGNED_SHORT&gt; <B><A HREF="#DOC.2.12">UShortArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLuint,Array::UIntArrayType,1,GL_UNSIGNED_INT&gt; <B><A HREF="#DOC.2.13">UIntArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;GLfloat,Array::FloatArrayType,1,GL_FLOAT&gt; <B><A HREF="#DOC.2.14">FloatArray</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="UByte4.html">UByte4</A>,Array::UByte4ArrayType,4,GL_UNSIGNED_BYTE&gt; <B><A HREF="#DOC.2.15">UByte4Array</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="Vec2.html">Vec2</A>,Array::Vec2ArrayType,2,GL_FLOAT&gt; <B><A HREF="#DOC.2.16">Vec2Array</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="Vec3.html">Vec3</A>,Array::Vec3ArrayType,3,GL_FLOAT&gt; <B><A HREF="#DOC.2.17">Vec3Array</A></B>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="Vec4.html">Vec4</A>,Array::Vec4ArrayType,4,GL_FLOAT&gt; <B><A HREF="#DOC.2.18">Vec4Array</A></B>
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class <B><A HREF="ArrayVisitor.html">ArrayVisitor</A></B>
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class <B><A HREF="ConstArrayVisitor.html">ConstArrayVisitor</A></B>
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class <B><A HREF="ValueVisitor.html">ValueVisitor</A></B>
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class <B><A HREF="ConstValueVisitor.html">ConstValueVisitor</A></B>
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class SG_EXPORT <B><A HREF="Billboard.html">Billboard</A></B>: public <!1><A HREF="Geode.html">Geode</A>
<DD><I>Billboard - a Geode which orientates its child osg::Drawable's to face the eye point.</I>
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class SG_EXPORT <B><A HREF="BlendFunc.html">BlendFunc</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>BlendFunc - encapsulates the OpenGL blend/transparency state</I>
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class SG_EXPORT <B><A HREF="BoundingBox.html">BoundingBox</A></B>
<DD><I>General purpose axis-aligned bounding box class for enclosing objects/vertices.</I>
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class SG_EXPORT <B><A HREF="BoundingSphere.html">BoundingSphere</A></B>
<DD><I>General purpose bounding sphere class for enclosing nodes/objects/vertices.</I>
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template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampGEQUAL.html">clampGEQUAL</A></B>(<!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const char* valueName)
<DD><I>if value is greater than or equal to minValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampLEQUAL.html">clampLEQUAL</A></B>(<!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if value is less than or equal to maxValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampBetweenRange.html">clampBetweenRange</A></B>(<!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if value is between or equal to minValue and maxValue do nothing - legal value, otherwise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementGEQUAL.html">clampArrayElementGEQUAL</A></B>(A&amp; value, unsigned int i, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const char* valueName)
<DD><I>if array element value[i] is greater than or equal to minValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementLEQUAL.html">clampArrayElementLEQUAL</A></B>(A&amp; value, unsigned int i, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array element value[i] is less than or equal to maxValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementBetweenRange.html">clampArrayElementBetweenRange</A></B>(A&amp; value, unsigned int i, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array element value[i] is between or equal to minValue and maxValue do nothing - legal value, otherwise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementsGEQUAL.html">clampArrayElementsGEQUAL</A></B>(A&amp; value, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.3">first</A>, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const char* valueName)
<DD><I>if array elements are greater than or equal to minValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementsLEQUAL.html">clampArrayElementsLEQUAL</A></B>(A&amp; value, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.3">first</A>, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array elements are less than or equal to maxValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArrayElementsBetweenRange.html">clampArrayElementsBetweenRange</A></B>(A&amp; value, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.3">first</A>, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array elements are between or equal to minValue and maxValue do nothing - legal value, otherwise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArray3GEQUAL.html">clampArray3GEQUAL</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const char* valueName)
<DD><I>if array4 elements are greater than or equal to minValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArray3LEQUAL.html">clampArray3LEQUAL</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are is less than or equal to maxValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArray3BetweenRange.html">clampArray3BetweenRange</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are between or equal to minValue and maxValue do nothing - legal value, otherwise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArray4GEQUAL.html">clampArray4GEQUAL</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const char* valueName)
<DD><I>if array4 elements are greater than or equal to minValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArray4LEQUAL.html">clampArray4LEQUAL</A></B>(A&amp; value, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.3">first</A>, unsigned int <!1><A HREF="ImpostorSpriteManager.html#DOC.2.78.4">last</A>, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are is less than or equal to maxValue do nothing - legal value, otherwise clamp value to specified maximum value and return warning with valueName specifying which variable was clamped</I>
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template&lt;class A, class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt;inline void <B><A HREF="clampArray4BetweenRange.html">clampArray4BetweenRange</A></B>(A&amp; value, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> minValue, const <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A> maxValue, const char* valueName)
<DD><I>if array4 elements are between or equal to minValue and maxValue do nothing - legal value, otherwise clamp value to specified to range and return warning with valueName specifying which variable was clamped.</I>
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class SG_EXPORT <B><A HREF="Camera.html">Camera</A></B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
<DD><I>Camera class for encapsulating the view position and orientation and projection (lens) used.</I>
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class SG_EXPORT <B><A HREF="ClearNode.html">ClearNode</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>ClearNode is a Group node which controls the clearing of the color and depth buffers at the start of each frame.</I>
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class SG_EXPORT <B><A HREF="ClipNode.html">ClipNode</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Leaf Node for defining the position of ClipPlanes in the scene</I>
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class SG_EXPORT <B><A HREF="ClipPlane.html">ClipPlane</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>ClipPlane state class which encapsulates OpenGL glClipPlane() functionality</I>
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class SG_EXPORT <B><A HREF="CollectOccludersVisitor.html">CollectOccludersVisitor</A></B>: public <!1><A HREF="NodeVisitor.html">osg::NodeVisitor</A>, public <!1><A HREF="CullStack.html">osg::CullStack</A>
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class SG_EXPORT <B><A HREF="ColorMask.html">ColorMask</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulate OpenGL glColorMaskFunc/Op/Mask functions</I>
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class SG_EXPORT <B><A HREF="ColorMatrix.html">ColorMatrix</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Texture Matrix state class for encapsulating OpenGL texture matrix functionality</I>
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class SG_EXPORT <B><A HREF="ConvexPlanarOccluder.html">ConvexPlanarOccluder</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>A class for representing convex clipping volumes made up.</I>
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class SG_EXPORT <B><A HREF="ConvexPlanarPolygon.html">ConvexPlanarPolygon</A></B>
<DD><I>A class for representing convex clipping volumes made up.</I>
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class SG_EXPORT <B><A HREF="CopyOp.html">CopyOp</A></B>
<DD><I>Copy Op(erator) used to control the whether shallow or deep copy is used during copy construction and clone operation</I>
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class SG_EXPORT <B><A HREF="CullFace.html">CullFace</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class to globally enable/disable OpenGL's polygon culling mode=</I>
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class SG_EXPORT <B><A HREF="CullStack.html">CullStack</A></B>
<DD><I>A CullStack class which accumulates the current project, modelview matrices and the CullingSet.</I>
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class SG_EXPORT <B><A HREF="CullingSet.html">CullingSet</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>A CullingSet class which contains a frustum and a list of occluder.</I>
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class SG_EXPORT <B><A HREF="DOFTransform.html">DOFTransform</A></B>: public <!1><A HREF="Transform.html">Transform</A>
<DD><I>DOFTransform - encapsulates Multigen DOF behavior</I>
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class SG_EXPORT <B><A HREF="Depth.html">Depth</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulate OpenGL glDepthFunc/Mask/Range functions</I>
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class SG_EXPORT <B><A HREF="DisplaySettings.html">DisplaySettings</A></B>: public <!1><A HREF="Referenced.html">osg::Referenced</A>
<DD><I>DisplaySettings class for encapsulating what visuals are required and have been set up, and the status of stereo viewing</I>
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class SG_EXPORT <B><A HREF="DrawPixels.html">DrawPixels</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
<DD><I>DrawPixels is an osg::Drawable subclass which encapsulates the drawing of images using glDrawPixels</I>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.59">USE_SEPARATE_COMPILE_AND_EXECUTE</A></B>
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class SG_EXPORT <B><A HREF="Drawable.html">Drawable</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Pure virtual base class for drawable Geometry.</I>
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class SG_EXPORT <B><A HREF="Fog.html">Fog</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Fog - encapsulates OpenGL fog state.</I>
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class SG_EXPORT <B><A HREF="FrameStamp.html">FrameStamp</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Class which encapsulates the frame number, reference time and calander time of specific frame, used to synchonize operations on the scene graph and other machines when using a graphics cluster.</I>
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class SG_EXPORT <B><A HREF="FrontFace.html">FrontFace</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class to specifies the orientation of front-facing polygons</I>
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extern SG_EXPORT bool <B><A HREF="isGLExtensionSupported.html">isGLExtensionSupported</A></B>(const char* extension)
<DD><I>return true if OpenGL "extension" is supported.</I>
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inline void* <B><A HREF="getGLExtensionFuncPtr.html">getGLExtensionFuncPtr</A></B>(const char* funcName)
<DD><I>return the address of the specified OpenGL function.</I>
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inline void* <B><A HREF="getGLExtensionFuncPtr.2.html">getGLExtensionFuncPtr</A></B>(const char* funcName, const char* fallbackFuncName)
<DD><I>return the address of the specified OpenGL function, if not found then check a second function name, if this fails then return NULL as function is not supported by OpenGL library.</I>
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extern SG_EXPORT bool <B><A HREF="isGLUExtensionSupported.html">isGLUExtensionSupported</A></B>(const char* extension)
<DD><I>return true if OpenGL "extension" is supported.</I>
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class SG_EXPORT <B><A HREF="GeoSet.html">GeoSet</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
<DD><I>Note, osg::GeoSet is now deprecated, please use osg::Geometry instead.</I>
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template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt; void <B><A HREF="for_each_triangle.html">for_each_triangle</A></B>(<!1><A HREF="GeoSet.html">GeoSet</A>&amp; gset, <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&amp; op)
<DD><I>Template function for iterating through a GeoSet operating on triangles with templated functor.</I>
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class SG_EXPORT <B><A HREF="Geode.html">Geode</A></B>: public <!1><A HREF="Node.html">Node</A>
<DD><I>Leaf Node for grouping Drawables</I>
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class SG_EXPORT <B><A HREF="Geometry.html">Geometry</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
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class SG_EXPORT <B><A HREF="Group.html">Group</A></B>: public <!1><A HREF="Node.html">Node</A>
<DD><I>General group node which maintains a list of children.</I>
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class SG_EXPORT <B><A HREF="Image.html">Image</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Image class for encapsulating the storage texture image data</I>
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extern SG_EXPORT <!1><A HREF="Geode.html">Geode</A>* <B><A HREF="createGeodeForImage.html">createGeodeForImage</A></B>(<!1><A HREF="Image.html">Image</A>* image)
<DD><I>Convenience function to be used by images loaders to generate a valid geode to return for readNode().</I>
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extern SG_EXPORT <!1><A HREF="Geode.html">Geode</A>* <B><A HREF="createGeodeForImage.2.html">createGeodeForImage</A></B>(<!1><A HREF="Image.html">Image</A>* image, float <!1><A HREF="ImpostorSprite.html#DOC.2.77.24">s</A>, float <!1><A HREF="ImpostorSprite.html#DOC.2.77.25">t</A>)
<DD><I>Convenience function to be used by images loaders to generate a valid geode to return for readNode().</I>
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class SG_EXPORT <B><A HREF="Impostor.html">Impostor</A></B>: public <!1><A HREF="LOD.html">LOD</A>
<DD><I>Impostor - is a form of Level Of Detail group node which allows both switching between children depending on distance from eye point and image caching.</I>
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class SG_EXPORT <B><A HREF="ImpostorSprite.html">ImpostorSprite</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
<DD><I>An ImposterSprite is a textured quad which is rendered in place a 3D geometry.</I>
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class SG_EXPORT <B><A HREF="ImpostorSpriteManager.html">ImpostorSpriteManager</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Helper class for managing the reuse of ImpostorSprite resources</I>
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class SG_EXPORT <B><A HREF="LOD.html">LOD</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>LOD - Level Of Detail group node which allows switching between children depending on distance from eye point.</I>
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class SG_EXPORT <B><A HREF="Light.html">Light</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Light state class which encapsulates OpenGL glLight() functionality</I>
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class SG_EXPORT <B><A HREF="LightModel.html">LightModel</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
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class SG_EXPORT <B><A HREF="LightSource.html">LightSource</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Leaf Node for defining a light in the scene</I>
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class SG_EXPORT <B><A HREF="LineSegment.html">LineSegment</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>LineSegment class for representing a line segment</I>
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class SG_EXPORT <B><A HREF="LineStipple.html">LineStipple</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
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class SG_EXPORT <B><A HREF="LineWidth.html">LineWidth</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>LineWidth - encapsulates the OpenGL glLineWidth for setting the width of lines in pixels</I>
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class SG_EXPORT <B><A HREF="Material.html">Material</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Material - encapsulates OpenGL glMaterial state</I>
<DT>
class SG_EXPORT <B><A HREF="Matrix.html">Matrix</A></B>
<DT>
class <B><A HREF="RefMatrix.html">RefMatrix</A></B>: public <!1><A HREF="Object.html">Object</A>, public <!1><A HREF="Matrix.html">Matrix</A>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.89">operator* </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="Vec4.html">Vec4</A> <B><A HREF="#DOC.2.90">operator* </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline std::ostream&amp; <B><A HREF="#DOC.2.91">operator<< </A></B>(std::ostream&amp; os, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )
<DT>
class SG_EXPORT <B><A HREF="MatrixTransform.html">MatrixTransform</A></B>: public <!1><A HREF="Transform.html">Transform</A>
<DD><I>MatrixTransform - is a subclass of Transform which has an osg::Matrix which represent a 4x4 transformation of its children from local cordinates into the Transform's parent coordinates</I>
<DT>
#define <B><A HREF="META_Node.html">META_Node</A></B>(library,<!1><A HREF="Test.html#DOC.159.1.3">name</A>)
<DD><I>META_Node macro define the standard clone, isSameKindAs, className and accept methods.</I>
<DT>
class SG_EXPORT <B><A HREF="Node.html">Node</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Base class for all internal nodes in the scene graph.</I>
<DT>
typedef std::vector&lt;<!1><A HREF="Node.html">Node</A>*&gt; <B><A HREF="NodePath.html">NodePath</A></B>
<DD><I>A vector of Nodes pointers which is used to describe the path from a root node to a descendant</I>
<DT>
class SG_EXPORT <B><A HREF="NodeCallback.html">NodeCallback</A></B>: public virtual <!1><A HREF="Object.html">Object</A>
<DT>
class SG_EXPORT <B><A HREF="NodeVisitor.html">NodeVisitor</A></B>: public virtual <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Visitor for type safe operations on osg::Node's.</I>
<DT>
struct <B><A HREF="NodeAcceptOp.html">NodeAcceptOp</A></B>
<DD><I>Convenience functor for assisting visiting of arrays of osg::Node's</I>
<DT>
enum <B><A HREF="NotifySeverity.html">NotifySeverity</A></B>
<DD><I>Range of notify levels from DEBUG_FP through to FATAL, ALWAYS is reserved for forcing the absorption of all messages.</I>
<DT>
<B><A HREF="globalnotifylevel..html">global notify level.</A></B>
<DT>
<B><A HREF="xternSG_EXPORTNotifySeverityg_NotifyLevel.html">xtern SG_EXPORT NotifySeverity g_NotifyLevel;</A></B>
<DT>
<B><A HREF="xternSG_EXPORTstdauto_ptrstdofstreamg_NotifyNulStream.html">xtern SG_EXPORT std::auto_ptr<std::ofstream> g_NotifyNulStream;</A></B>
<DT>
<B><A HREF="globalnotifynulstream..html">global notify nul stream.</A></B>
<DT>
<B><A HREF="xternSG_EXPORTboolg_NotifyInit.html">xtern SG_EXPORT bool g_NotifyInit;</A></B>
<DT>
extern SG_EXPORT void <B><A HREF="setNotifyLevel.html">setNotifyLevel</A></B>(<!1><A HREF="NotifySeverity.html">NotifySeverity</A> severity)
<DD><I>set the notify level, overriding the default or value set by the environmental variable OSGNOTIFYLEVEL</I>
<DT>
extern SG_EXPORT <!1><A HREF="NotifySeverity.html">NotifySeverity</A> <B><A HREF="getNotifyLevel.html">getNotifyLevel</A></B>()
<DD><I>get the notify level.</I>
<DT>
extern SG_EXPORT bool <B><A HREF="initNotifyLevel.html">initNotifyLevel</A></B>()
<DD><I>initialize notify level.</I>
<DT>
extern SG_EXPORT std::ostream&amp; <B><A HREF="notify.html">notify</A></B>(const <!1><A HREF="NotifySeverity.html">NotifySeverity</A> severity)
<DD><I>notify messaging function for providing fatal through to verbose debugging messages.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline std::ostream&amp; <B><A HREF="#DOC.2.109">notify</A></B>(void)
<DT>
#define <B><A HREF="META_Object.html">META_Object</A></B>(library,<!1><A HREF="Test.html#DOC.159.1.3">name</A>)
<DD><I>META_Object macro define the standard clone, isSameKindAs and className methods.</I>
<DT>
class SG_EXPORT <B><A HREF="Object.html">Object</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>Base class/standard interface for objects which require IO support, cloning and reference counting.</I>
<DT>
class SG_EXPORT <B><A HREF="OccluderNode.html">OccluderNode</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>OccluderNode is a Group node which allows OccluderNodeing between children.</I>
<DT>
class SG_EXPORT <B><A HREF="Plane.html">Plane</A></B>
<DD><I>A plane class.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline std::ostream&amp; <B><A HREF="#DOC.2.114">operator << </A></B>(std::ostream&amp; output, const <!1><A HREF="Plane.html">Plane</A>&amp; pl)
<DT>
class SG_EXPORT <B><A HREF="Point.html">Point</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Point - encapsulates the OpenGL point smoothing and size state</I>
<DT>
class SG_EXPORT <B><A HREF="PolygonMode.html">PolygonMode</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class to for setting OpenGL's polygon culling mode</I>
<DT>
class SG_EXPORT <B><A HREF="PolygonOffset.html">PolygonOffset</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>PolygonOffset - encapsulates the OpenGL glPolygonOffset state</I>
<DT>
class SG_EXPORT <B><A HREF="PolygonStipple.html">PolygonStipple</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DT>
class SG_EXPORT <B><A HREF="Polytope.html">Polytope</A></B>
<DD><I>A Polytope class for representing convex clipping volumes made up.</I>
<DT>
class SG_EXPORT <B><A HREF="PositionAttitudeTransform.html">PositionAttitudeTransform</A></B>: public <!1><A HREF="Transform.html">Transform</A>
<DD><I>PositionAttitideTransform - is Transform the set the coordinates transform up via a Vec3 position and Quat attitude</I>
<DT>
typedef std::vector&lt;GLsizei&gt; <B><A HREF="VectorSizei.html">VectorSizei</A></B>
<DT>
typedef std::vector&lt;GLubyte&gt; <B><A HREF="VectorUByte.html">VectorUByte</A></B>
<DT>
typedef std::vector&lt;GLushort&gt; <B><A HREF="VectorUShort.html">VectorUShort</A></B>
<DT>
typedef std::vector&lt;GLuint&gt; <B><A HREF="VectorUInt.html">VectorUInt</A></B>
<DT>
class <B><A HREF="VectorSizei.2.html">VectorSizei</A></B>: public std::vector&lt;GLsizei&gt;
<DT>
class <B><A HREF="VectorUByte.2.html">VectorUByte</A></B>: public std::vector&lt;GLubyte&gt;
<DT>
class <B><A HREF="VectorUShort.2.html">VectorUShort</A></B>: public std::vector&lt;GLushort&gt;
<DT>
class <B><A HREF="VectorUInt.2.html">VectorUInt</A></B>: public std::vector&lt;GLuint&gt;
<DT>
class <B><A HREF="PrimitiveSet.html">PrimitiveSet</A></B>: public <!1><A HREF="Object.html">Object</A>
<DT>
class SG_EXPORT <B><A HREF="DrawArrays.html">DrawArrays</A></B>: public <!1><A HREF="PrimitiveSet.html">PrimitiveSet</A>
<DT>
class SG_EXPORT <B><A HREF="DrawArrayLengths.html">DrawArrayLengths</A></B>: public <!1><A HREF="PrimitiveSet.html">PrimitiveSet</A>, public <!1><A HREF="VectorSizei.html">VectorSizei</A>
<DT>
class SG_EXPORT <B><A HREF="DrawElementsUByte.html">DrawElementsUByte</A></B>: public <!1><A HREF="PrimitiveSet.html">PrimitiveSet</A>, public <!1><A HREF="VectorUByte.html">VectorUByte</A>
<DT>
class SG_EXPORT <B><A HREF="DrawElementsUShort.html">DrawElementsUShort</A></B>: public <!1><A HREF="PrimitiveSet.html">PrimitiveSet</A>, public <!1><A HREF="VectorUShort.html">VectorUShort</A>
<DT>
class SG_EXPORT <B><A HREF="DrawElementsUInt.html">DrawElementsUInt</A></B>: public <!1><A HREF="PrimitiveSet.html">PrimitiveSet</A>, public <!1><A HREF="VectorUInt.html">VectorUInt</A>
<DT>
class SG_EXPORT <B><A HREF="Projection.html">Projection</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Projection nodes set up the frustum/orthographic projection used when rendering the scene </I>
<DT>
class SG_EXPORT <B><A HREF="Quat.html">Quat</A></B>
<DD><I>A quaternion class.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline std::ostream&amp; <B><A HREF="#DOC.2.137">operator << </A></B>(std::ostream&amp; output, const <!1><A HREF="Quat.html">Quat</A>&amp; vec)
<DT>
class SG_EXPORT <B><A HREF="Referenced.html">Referenced</A></B>
<DD><I>Base class from providing referencing counted objects</I>
<DT>
class <B><A HREF="DeleteHandler.html">DeleteHandler</A></B>
<DD><I>Class for override the default delete behavior so that users can implment their own object deletion schemes.</I>
<DT>
class SG_EXPORT <B><A HREF="Sequence.html">Sequence</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Sequence is a Group node which allows automatic, time based switching between children</I>
<DT>
class SG_EXPORT <B><A HREF="ShadeModel.html">ShadeModel</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Class which encapsulates glShadeModel()</I>
<DT>
class SG_EXPORT <B><A HREF="ShadowVolumeOccluder.html">ShadowVolumeOccluder</A></B>
<DD><I>ShadowVolumeOccluder is a helper class for implementating shadow occlusion culling.</I>
<DT>
typedef std::vector&lt;<!1><A HREF="ShadowVolumeOccluder.html">ShadowVolumeOccluder</A>&gt; <B><A HREF="ShadowVolumeOccluderList.html">ShadowVolumeOccluderList</A></B>
<DD><I>A list of ShadowVolumeOccluder, used by CollectOccluderVisitor and CullVistor's</I>
<DT>
#define <B><A HREF="META_Shape.html">META_Shape</A></B>(library,<!1><A HREF="Test.html#DOC.159.1.3">name</A>)
<DD><I>META_StateAttribute macro define the standard clone, isSameKindAs, className and getType methods.</I>
<DT>
class SG_EXPORT <B><A HREF="Shape.html">Shape</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Base class for all shape types.</I>
<DT>
class <B><A HREF="ShapeVisitor.html">ShapeVisitor</A></B>
<DT>
class <B><A HREF="ConstShapeVisitor.html">ConstShapeVisitor</A></B>
<DT>
class <B><A HREF="Sphere.html">Sphere</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class <B><A HREF="Box.html">Box</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class <B><A HREF="Cone.html">Cone</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class <B><A HREF="Cylinder.html">Cylinder</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class <B><A HREF="InfinitePlane.html">InfinitePlane</A></B>: public <!1><A HREF="Shape.html">Shape</A>, public <!1><A HREF="Plane.html">Plane</A>
<DT>
class <B><A HREF="TriangleMesh.html">TriangleMesh</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class <B><A HREF="ConvexHull.html">ConvexHull</A></B>: public <!1><A HREF="TriangleMesh.html">TriangleMesh</A>
<DT>
class SG_EXPORT <B><A HREF="HeightField.html">HeightField</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class SG_EXPORT <B><A HREF="Grid.html">Grid</A></B>: public <!1><A HREF="HeightField.html">HeightField</A>
<DT>
class <B><A HREF="CompositeShape.html">CompositeShape</A></B>: public <!1><A HREF="Shape.html">Shape</A>
<DT>
class <B><A HREF="TessellationHints.html">TessellationHints</A></B>: public <!1><A HREF="Object.html">Object</A>
<DT>
class SG_EXPORT <B><A HREF="ShapeDrawable.html">ShapeDrawable</A></B>: public <!1><A HREF="Drawable.html">Drawable</A>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.160">GL_TEXTURE0</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.161">GL_FOG_COORDINATE_ARRAY</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.162">GL_SECONDARY_COLOR_ARRAY</A></B>
<DT>
#define <B><A HREF="OSG_GL_DEBUG.html">OSG_GL_DEBUG</A></B>(message)
<DD><I>macro for use with osg::StateAttrbiute::apply methods for detected and reporting OpenGL error messages</I>
<DT>
class SG_EXPORT <B><A HREF="State.html">State</A></B>: public <!1><A HREF="Referenced.html">Referenced</A>
<DD><I>State class for managing a state stack.</I>
<DT>
#define <B><A HREF="META_StateAttribute.html">META_StateAttribute</A></B>(library,<!1><A HREF="Test.html#DOC.159.1.3">name</A>,type)
<DD><I>META_StateAttribute macro define the standard clone, isSameKindAs, className and getType methods.</I>
<DT>
#define <B><A HREF="COMPARE_StateAttribute_Types.html">COMPARE_StateAttribute_Types</A></B>(TYPE,rhs_attribute)
<DD><I>COMPARE_StateAttribute_Types macro is a helper for implementing the StatateAtribute::compare() method</I>
<DT>
#define <B><A HREF="COMPARE_StateAttribute_Parameter.html">COMPARE_StateAttribute_Parameter</A></B>(parameter)
<DD><I>COMPARE_StateAttribute_Parameter macro is a helper for implementing the StatateAtribute::compare() method.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.168">GL_COLOR_SUM</A></B>
<DT>
class SG_EXPORT <B><A HREF="StateAttribute.html">StateAttribute</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I>Base class for state attribuets</I>
<DT>
class SG_EXPORT <B><A HREF="StateSet.html">StateSet</A></B>: public <!1><A HREF="Object.html">Object</A>
<DD><I> Encapsulates OpenGL state modes and attributes.</I>
<DT>
class <B><A HREF="Statistics.html">Statistics</A></B>: public <!1><A HREF="PrimitiveFunctor.html">osg::Drawable::PrimitiveFunctor</A>
<DD><I> Statistics base class.</I>
<DT>
class SG_EXPORT <B><A HREF="Stencil.html">Stencil</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulate OpenGL glStencilFunc/Op/Mask functions</I>
<DT>
class SG_EXPORT <B><A HREF="Switch.html">Switch</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>Switch is a Group node which allows switching between children.</I>
<DT>
class SG_EXPORT <B><A HREF="TexEnv.html">TexEnv</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>TexEnv - encapsulates the OpenGL glTexEnv (texture environment) state</I>
<DT>
class SG_EXPORT <B><A HREF="TexEnvCombine.html">TexEnvCombine</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>TexEnvCombine - encapsulates the OpenGL glTexEnvCombine (texture environment) state</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.176">GL_NORMAL_MAP_ARB</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>#define <B><A HREF="#DOC.2.177">GL_REFLECTION_MAP_ARB</A></B>
<DT>
class SG_EXPORT <B><A HREF="TexGen.html">TexGen</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>TexGen - encapsulates the OpenGL glTexGen (texture coordinate generation) state</I>
<DT>
class SG_EXPORT <B><A HREF="TexMat.html">TexMat</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Texture Matrix state class for encapsulating OpenGL texture matrix functionality</I>
<DT>
class SG_EXPORT <B><A HREF="Texture.html">Texture</A></B>: public <!1><A HREF="StateAttribute.html">osg::StateAttribute</A>
<DD><I>Texture base class which encapsulates OpenGl texture functionality which common betweent the various types of OpenGL textures</I>
<DT>
class SG_EXPORT <B><A HREF="Texture1D.html">Texture1D</A></B>: public <!1><A HREF="Texture.html">Texture</A>
<DD><I>Texture state class which encapsulates OpenGl 1D texture functionality</I>
<DT>
class SG_EXPORT <B><A HREF="Texture2D.html">Texture2D</A></B>: public <!1><A HREF="Texture.html">Texture</A>
<DD><I>Texture state class which encapsulates OpenGl texture functionality</I>
<DT>
class SG_EXPORT <B><A HREF="Texture3D.html">Texture3D</A></B>: public <!1><A HREF="Texture.html">Texture</A>
<DD><I>Texture state class which encapsulates OpenGl 3D texture functionality</I>
<DT>
class SG_EXPORT <B><A HREF="TextureCubeMap.html">TextureCubeMap</A></B>: public <!1><A HREF="Texture.html">Texture</A>
<DD><I>TextureCubeMap state class which encapsulates OpenGl texture cubemap functionality</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef __int64 <B><A HREF="#DOC.2.185">Timer_t</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned long long <B><A HREF="#DOC.2.186">Timer_t</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef double <B><A HREF="#DOC.2.187">Timer_t</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::clock_t <B><A HREF="#DOC.2.188">Timer_t</A></B>
<DT>
class SG_EXPORT <B><A HREF="Timer.html">Timer</A></B>
<DD><I>A high resolution, low latency time stamper</I>
<DT>
class SG_EXPORT <B><A HREF="Transform.html">Transform</A></B>: public <!1><A HREF="Group.html">Group</A>
<DD><I>A Transform is a group node for which all children are transformed by a 4x4 matrix.</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt; class <B><A HREF="TriangleFunctor.html">TriangleFunctor</A></B>: public Drawable::PrimitiveFunctor, public <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned int <B><A HREF="#DOC.2.192">uint</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned short <B><A HREF="#DOC.2.193">ushort</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef unsigned char <B><A HREF="#DOC.2.194">uchar</A></B>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef <!1><A HREF="osg.html#DOC.2.194">uchar</A> <B><A HREF="#DOC.2.195">ubyte</A></B>
<DT>
class <B><A HREF="UByte4.html">UByte4</A></B>
<DD><I>General purpose float quad, uses include representation of colour coordinates.</I>
<DT>
class <B><A HREF="Vec2.html">Vec2</A></B>
<DD><I>General purpose float pair, uses include representation of texture coordinates.</I>
<DT>
class <B><A HREF="Vec3.html">Vec3</A></B>
<DD><I>General purpose float triple for use as vertices, vectors and normals.</I>
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline std::ostream&amp; <B><A HREF="#DOC.2.199">operator << </A></B>(std::ostream&amp; output, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.200">X_AXIS</A></B>(1.0f, 0.0f, 0.0f)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.201">Y_AXIS</A></B>(0.0f, 1.0f, 0.0f)
<DT>
<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Vec3.html">Vec3</A> <B><A HREF="#DOC.2.202">Z_AXIS</A></B>(0.0f, 0.0f, 1.0f)
<DT>
class <B><A HREF="Vec4.html">Vec4</A></B>
<DD><I>General purpose float quad, uses include representation of colour coordinates.</I>
<DT>
inline float <B><A HREF="operator.html">operator * </A></B>(const <!1><A HREF="Vec3.html">Vec3</A>&amp; lhs, const <!1><A HREF="Vec4.html">Vec4</A>&amp; rhs)
<DD><I>Compute the dot product of a (Vec3,10) and a Vec4</I>
<DT>
inline float <B><A HREF="operator.2.html">operator * </A></B>(const <!1><A HREF="Vec4.html">Vec4</A>&amp; lhs, const <!1><A HREF="Vec3.html">Vec3</A>&amp; rhs)
<DD><I>Compute the dot product of a Vec4 and a (Vec3,10)</I>
<DT>
class SG_EXPORT <B><A HREF="VertexProgram.html">VertexProgram</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>VertexProgram - encapsulates the OpenGL ARB vertex program state</I>
<DT>
class SG_EXPORT <B><A HREF="Viewport.html">Viewport</A></B>: public <!1><A HREF="StateAttribute.html">StateAttribute</A>
<DD><I>Encapsulte OpenGL glViewport</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt; class <B><A HREF="buffered_value.html">buffered_value</A></B>
<DD><I>Simple buffered value array which is used for values that need to multibuffered on one per graphics context basis</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt; class <B><A HREF="fast_back_stack.html">fast_back_stack</A></B>
<DD><I>Simple stack implementation that keeps the back() cached locally for fast access rather than at the back of the vector which is the traditional stack implementation.</I>
<DT>
template&lt;class <!1><A HREF="TexGen.html#DOC.2.178.11.2">T</A>&gt; class <B><A HREF="ref_ptr.html">ref_ptr</A></B>
<DD><I>Smart pointer for handling referenced counted objects</I>
</DL></P>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<DL>
<A NAME="ByteArray"></A>
<A NAME="DOC.2.8"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLbyte,Array::ByteArrayType,1,GL_BYTE&gt; ByteArray</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ShortArray"></A>
<A NAME="DOC.2.9"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLshort,Array::ShortArrayType,1,GL_SHORT&gt; ShortArray</B></TT>
<DL><DT><DD></DL><P>
<A NAME="IntArray"></A>
<A NAME="DOC.2.10"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLint,Array::IntArrayType,1,GL_INT&gt; IntArray</B></TT>
<DL><DT><DD></DL><P>
<A NAME="UByteArray"></A>
<A NAME="DOC.2.11"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLubyte,Array::UByteArrayType,1,GL_UNSIGNED_BYTE&gt; UByteArray</B></TT>
<DL><DT><DD></DL><P>
<A NAME="UShortArray"></A>
<A NAME="DOC.2.12"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLushort,Array::UShortArrayType,1,GL_UNSIGNED_SHORT&gt; UShortArray</B></TT>
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<A NAME="UIntArray"></A>
<A NAME="DOC.2.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateIndexArray.html">TemplateIndexArray</A>&lt;GLuint,Array::UIntArrayType,1,GL_UNSIGNED_INT&gt; UIntArray</B></TT>
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<A NAME="FloatArray"></A>
<A NAME="DOC.2.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;GLfloat,Array::FloatArrayType,1,GL_FLOAT&gt; FloatArray</B></TT>
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<A NAME="UByte4Array"></A>
<A NAME="DOC.2.15"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="UByte4.html">UByte4</A>,Array::UByte4ArrayType,4,GL_UNSIGNED_BYTE&gt; UByte4Array</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Vec2Array"></A>
<A NAME="DOC.2.16"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="Vec2.html">Vec2</A>,Array::Vec2ArrayType,2,GL_FLOAT&gt; Vec2Array</B></TT>
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<A NAME="Vec3Array"></A>
<A NAME="DOC.2.17"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="Vec3.html">Vec3</A>,Array::Vec3ArrayType,3,GL_FLOAT&gt; Vec3Array</B></TT>
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<A NAME="Vec4Array"></A>
<A NAME="DOC.2.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="TemplateArray.html">TemplateArray</A>&lt;<!1><A HREF="Vec4.html">Vec4</A>,Array::Vec4ArrayType,4,GL_FLOAT&gt; Vec4Array</B></TT>
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<A NAME="USE_SEPARATE_COMPILE_AND_EXECUTE"></A>
<A NAME="DOC.2.59"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define USE_SEPARATE_COMPILE_AND_EXECUTE</B></TT>
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<A NAME="operator* "></A>
<A NAME="DOC.2.89"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec3.html">Vec3</A> operator* (const <!1><A HREF="Vec3.html">Vec3</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )</B></TT>
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<A NAME="operator* "></A>
<A NAME="DOC.2.90"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="Vec4.html">Vec4</A> operator* (const <!1><A HREF="Vec4.html">Vec4</A>&amp; v, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )</B></TT>
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<A NAME="operator<< "></A>
<A NAME="DOC.2.91"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline std::ostream&amp; operator<< (std::ostream&amp; os, const <!1><A HREF="Matrix.html">Matrix</A>&amp; m )</B></TT>
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<A NAME="notify"></A>
<A NAME="DOC.2.109"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline std::ostream&amp; notify(void)</B></TT>
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<A NAME="operator << "></A>
<A NAME="DOC.2.114"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline std::ostream&amp; operator << (std::ostream&amp; output, const <!1><A HREF="Plane.html">Plane</A>&amp; pl)</B></TT>
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<A NAME="operator << "></A>
<A NAME="DOC.2.137"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline std::ostream&amp; operator << (std::ostream&amp; output, const <!1><A HREF="Quat.html">Quat</A>&amp; vec)</B></TT>
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<A NAME="GL_TEXTURE0"></A>
<A NAME="DOC.2.160"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define GL_TEXTURE0</B></TT>
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<A NAME="GL_FOG_COORDINATE_ARRAY"></A>
<A NAME="DOC.2.161"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define GL_FOG_COORDINATE_ARRAY</B></TT>
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<A NAME="GL_SECONDARY_COLOR_ARRAY"></A>
<A NAME="DOC.2.162"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define GL_SECONDARY_COLOR_ARRAY</B></TT>
<DL><DT><DD></DL><P>
<A NAME="GL_COLOR_SUM"></A>
<A NAME="DOC.2.168"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define GL_COLOR_SUM</B></TT>
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<A NAME="GL_NORMAL_MAP_ARB"></A>
<A NAME="DOC.2.176"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define GL_NORMAL_MAP_ARB</B></TT>
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<A NAME="GL_REFLECTION_MAP_ARB"></A>
<A NAME="DOC.2.177"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>#define GL_REFLECTION_MAP_ARB</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Timer_t"></A>
<A NAME="DOC.2.185"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef __int64 Timer_t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Timer_t"></A>
<A NAME="DOC.2.186"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned long long Timer_t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Timer_t"></A>
<A NAME="DOC.2.187"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef double Timer_t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Timer_t"></A>
<A NAME="DOC.2.188"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::clock_t Timer_t</B></TT>
<DL><DT><DD></DL><P>
<A NAME="uint"></A>
<A NAME="DOC.2.192"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned int uint</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ushort"></A>
<A NAME="DOC.2.193"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned short ushort</B></TT>
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<A NAME="uchar"></A>
<A NAME="DOC.2.194"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef unsigned char uchar</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ubyte"></A>
<A NAME="DOC.2.195"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef <!1><A HREF="osg.html#DOC.2.194">uchar</A> ubyte</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator << "></A>
<A NAME="DOC.2.199"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline std::ostream&amp; operator << (std::ostream&amp; output, const <!1><A HREF="Vec3.html">Vec3</A>&amp; vec)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="X_AXIS"></A>
<A NAME="DOC.2.200"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> X_AXIS(1.0f, 0.0f, 0.0f)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Y_AXIS"></A>
<A NAME="DOC.2.201"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> Y_AXIS(0.0f, 1.0f, 0.0f)</B></TT>
<DL><DT><DD></DL><P>
<A NAME="Z_AXIS"></A>
<A NAME="DOC.2.202"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Vec3.html">Vec3</A> Z_AXIS(0.0f, 0.0f, 1.0f)</B></TT>
<DL><DT><DD></DL><P></DL>
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