CAST II Game Engine |
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type TWholeTreeMesh = class(TTesselator)
TTesselator > TReferencedItem![]() | constructor Create; override; |
![]() | function GetBoundingBox: TBoundingBox; override; |
![]() | function RetrieveParameters(out Parameters: Pointer; Internal: Boolean): Integer; override; |
![]() | function SetIndices(IBPTR: Pointer): Integer; override; |
![]() | procedure SetParameters(ALevelHeight, ALevelStride, AInnerRadius, AOuterRadius, AIRadiusStep, AORadiusStep, AStrideFactor: Single; AStem: Boolean; AStemUHeight, AStemVHeight, ACrownUVRadius, AStemLowRadius, AStemHighRadius, AStemHeight, ACrownStart: Single; ASmoothing, ALevels: Integer; AColored: Boolean; AStemColor, ACrownColor: BaseTypes.TColor); virtual; |
![]() | function Tesselate(const Params: TTesselationParameters; VBPTR: Pointer): Integer; override; |
![]() | constructor Create; override; |
![]() | function GetBoundingBox: TBoundingBox; override; |
![]() | function RetrieveParameters(out Parameters: Pointer; Internal: Boolean): Integer; override; |
![]() | function SetIndices(IBPTR: Pointer): Integer; override; |
![]() | function Tesselate(const Params: TTesselationParameters; VBPTR: Pointer): Integer; override; |
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Last modified: Jan 6, 2010 |