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G3D Class List

Here are the classes, structs, unions and interfaces with brief descriptions:
G3D::_internal::_BinaryFormat< T >
G3D::_internal::_BinaryFormat< bool >
G3D::_internal::_BinaryFormat< Color3 >
G3D::_internal::_BinaryFormat< Color3uint8 >
G3D::_internal::_BinaryFormat< Color4 >
G3D::_internal::_BinaryFormat< Color4uint8 >
G3D::_internal::_BinaryFormat< float32 >
G3D::_internal::_BinaryFormat< float64 >
G3D::_internal::_BinaryFormat< int16 >
G3D::_internal::_BinaryFormat< int32 >
G3D::_internal::_BinaryFormat< int64 >
G3D::_internal::_BinaryFormat< int8 >
G3D::_internal::_BinaryFormat< uint16 >
G3D::_internal::_BinaryFormat< uint32 >
G3D::_internal::_BinaryFormat< uint64 >
G3D::_internal::_BinaryFormat< uint8 >
G3D::_internal::_BinaryFormat< Vector2 >
G3D::_internal::_BinaryFormat< Vector2int16 >
G3D::_internal::_BinaryFormat< Vector3 >
G3D::_internal::_BinaryFormat< Vector3int16 >
G3D::_internal::_BinaryFormat< Vector4 >
G3D::_internal::_BinaryFormat< Vector4int16 >
G3D::_DIDATAFORMAT
G3D::_DIOBJECTDATAFORMAT
G3D::_internal::_DirectInput
G3D::_internal::_GetComputeType< Storage >The default compute type for a type is the type itself
G3D::_internal::_GetComputeType< Color3 >
G3D::_internal::_GetComputeType< Color3uint8 >
G3D::_internal::_GetComputeType< Color4 >
G3D::_internal::_GetComputeType< Color4uint8 >
G3D::_internal::_GetComputeType< float32 >
G3D::_internal::_GetComputeType< float64 >
G3D::_internal::_GetComputeType< int16 >
G3D::_internal::_GetComputeType< int32 >
G3D::_internal::_GetComputeType< int64 >
G3D::_internal::_GetComputeType< int8 >
G3D::_internal::_GetComputeType< uint16 >
G3D::_internal::_GetComputeType< uint32 >
G3D::_internal::_GetComputeType< uint64 >
G3D::_internal::_GetComputeType< uint8 >
G3D::_internal::_GetComputeType< Vector2 >
G3D::_internal::_GetComputeType< Vector2int16 >
G3D::_internal::_GetComputeType< Vector3 >
G3D::_internal::_GetComputeType< Vector3int16 >
G3D::_internal::_GetComputeType< Vector4 >
G3D::_internal::_GLFormat< T >
G3D::_internal::_GLFormat< Color3 >
G3D::_internal::_GLFormat< Color3uint8 >
G3D::_internal::_GLFormat< Color4 >
G3D::_internal::_GLFormat< Color4uint8 >
G3D::_internal::_GLFormat< double >
G3D::_internal::_GLFormat< float >
G3D::_internal::_GLFormat< int16 >
G3D::_internal::_GLFormat< int32 >
G3D::_internal::_GLFormat< int8 >
G3D::_internal::_GLFormat< uint16 >
G3D::_internal::_GLFormat< uint32 >
G3D::_internal::_GLFormat< uint8 >
G3D::_internal::_GLFormat< Vector2 >
G3D::_internal::_GLFormat< Vector2int16 >
G3D::_internal::_GLFormat< Vector3 >
G3D::_internal::_GLFormat< Vector3int16 >
G3D::_internal::_GLFormat< Vector4 >
G3D::_GuiSliderBase
G3D::_WeakPtrBase class for WeakReferenceCountedPointer
G3D::_WeakPtrLinkedListUsed internally by ReferenceCountedObject
G3D::AABoxAn axis-aligned box
G3D::AABSPTree< T >A set that supports spatial queries using an axis-aligned BSP tree for speed
G3D::AABSPTree< T >::BoundsComparatorCompares bounds for strict >, <, or overlap
G3D::AABSPTree< T >::BoxIntersectionIteratorC++ STL style iterator variable
G3D::AABSPTree< T >::CenterComparatorCompares centers
G3D::AABSPTree< T >::ComparatorCompares bounds to the sort location
G3D::AABSPTree< T >::HandleWrapper for a value that includes a cache of its bounds
G3D::AABSPTree< T >::IteratorC++ STL style iterator variable
G3D::AABSPTree< T >::Node
G3D::ActiveEventApplication visibility event structure
G3D::AnyValA generic value, useful for defining property trees that can be loaded from and saved to disk
G3D::AnyVal::CorruptTextThrown when deserialize() when the input is incorrectly formatted
G3D::AnyVal::ExceptionBase class for all AnyVal exceptions
G3D::AnyVal::IndexOutOfBounds
G3D::AnyVal::KeyNotFoundThrown by operator[] when a key is not present
G3D::AnyVal::WrongTypeThrown when an inappropriate operation is performed (e.g., operator[] on a number)
G3D::Array< T >Dynamic 1D array
G3D::Array< T >::DefaultComparatorUses < and == to evaluate operator(); this is the default comparator for Array::partition
G3D::ArticulatedModelA model composed of a heirarchy of rigid, textured sub-models
G3D::ArticulatedModel::PartA named sub-set of the model that has a single reference frame
G3D::ArticulatedModel::Part::TriListA set of triangles that have a single material and can be rendered as a single OpenGL primitive
G3D::ArticulatedModel::Pose
G3D::AtomicInt32An integer that may safely be used on different threads without external locking
G3D::AxesShape
G3D::_BSPMAP::Billboard
G3D::BinaryInputSequential or random access byte-order independent binary file access
G3D::BinaryOutputSequential or random access byte-order independent binary file access
G3D::_BSPMAP::BitSetA tightly packed bool array
G3D::BoxAn arbitrary 3D box, useful as a bounding box
G3D::BoxShape
G3D::_BSPMAP::Brush
G3D::_BSPMAP::BrushSide
G3D::_BSPMAP::BSPCollision
G3D::_BSPMAP::BSPEntityE.g., a platform, a trigger
G3D::_BSPMAP::BSPLeafThe leafs lump stores the leaves of the map's BSP tree
G3D::_BSPMAP::BSPModel
G3D::_BSPMAP::BSPNode
G3D::_BSPMAP::BSPPlane
G3D::CameraControlWindowGui used by DeveloperWindow default for recording camera position and making splines
G3D::CapsuleA shape formed by extruding a sphere along a line segment
G3D::CapsuleShape
G3D::CarbonWindow
G3D::CollisionDetectionCollision detection primitives and tools for building higher order collision detection schemes
G3D::Color1Monochrome color
G3D::Color1uint8Represents a Color1 as a packed integer
G3D::Color3Do not subclass-- this implementation makes assumptions about the memory layout
G3D::Color3uint8Represents a Color3 as a packed integer
G3D::Color4Do not subclass-- this implementation makes assumptions about the memory layout
G3D::Color4uint8Represents a Color4 as a packed integer
G3D::Conduit
G3D::ConeAn infinite cone
G3D::ConvexPolygon
G3D::ConvexPolygon2D
G3D::ConvexPolyhedron
G3D::CoordinateFrameA rigid body RT (rotation-translation) transformation
G3D::CryptoCryptography and hashing helper functions
G3D::CylinderRight cylinder
G3D::CylinderShape
G3D::DeveloperWindowDeveloepr controls instantiated by GApp for debugging
G3D::DIDEVCAPS
G3D::DIDEVICEINSTANCEA
G3D::DIDEVICEOBJECTDATA
G3D::DIDEVICEOBJECTINSTANCEA
G3D::DIPROPDWORD
G3D::DIPROPHEADER
G3D::DirectedEdge
G3D::DiscoveryBase class for DiscoveryClient and DiscoveryServer
G3D::DiscoveryAdvertisementMake your own subclass of this advertisement
G3D::DiscoveryClient< AdType >Only one DiscoveryClient can be active on a given port at a time on a single computer
G3D::DiscoveryServer
G3D::DiscoveryServerAddressMessageSent by servers to describe their location
G3D::DiscoverySettingsIf a machine is running two different programs using discovery they must have different ports
G3D::DrawUseful routines for rendering primitives when debugging
G3D::DXCapsProvides very basic DirectX detection and information support
G3D::ExposeEventThe "screen redraw" event
G3D::_BSPMAP::FaceSetAbstract base class for Mesh, Patch, and Billboard
G3D::FileDropEventTriggered when one or more files are dropped onto a window
G3D::FirstPersonManipulatorUses a First Person (Quake- or World of Warcraft style) mapping to translate keyboard and mouse input into a flying camera position
G3D::FramebufferAbstraction of OpenGL's Framebuffer Object extension
G3D::G3DJOYDATA
G3D::G3DKEYDATA
G3D::GAppFor each frame, the GApp has several tasks that can be implemented by overriding base class methods
G3D::GApp::Settings
G3D::GaussianBlur1D Gaussian blur
G3D::GCameraAbstraction of a pinhole camera
G3D::GCamera::Frustum
G3D::GCamera::Frustum::Face
G3D::GConsoleCommand-line console
G3D::GConsole::PosedGConsole2D
G3D::GConsole::Settings
G3D::GConsole::Text
G3D::GEventGeneral low-level event structure
G3D::GEventTypeEvent code enumerations
G3D::GFontFont class for use with RenderDevice
GHashCode< Key >
GHashCode< class G3D::GUniqueID >For Table and Set
GHashCode< const G3D::TextureFormat * >
GHashCode< const std::string >
GHashCode< G3D::AABox >
GHashCode< G3D::GFontRef >
GHashCode< G3D::NetAddress >
GHashCode< G3D::ReferenceCountedPointer< T > >
GHashCode< G3D::Sphere >
GHashCode< G3D::Texture::Settings >
GHashCode< G3D::Triangle >
GHashCode< G3D::uint32 >
GHashCode< G3D::uint64 >
GHashCode< G3D::VARArea * >
GHashCode< G3D::Vector2 >
GHashCode< G3D::Vector3 >
GHashCode< G3D::Vector4 >
GHashCode< int >
GHashCode< std::string >
GHashCode< T * >
GHashCode< typename G3D::_internal::Indirector< Handle > >
GHashCode< void * >
G3D::GImageInterface to image compression & file formats
G3D::GImage::Error
G3D::GKeyA mapping of every physical key on the keyboard and other input devices in a (mostly) platform independent manner
G3D::GLCapsLow-level wrapper for OpenGL extension management
G3D::GLightA light representation that closely follows the OpenGL light format
G3D::GMaterialSimple material used by IFSModel and MD2Model pose methods
G3D::GMutexMutual exclusion lock used for synchronization
G3D::GMutexLockAutomatically locks while in scope
G3D::GPUProgramBase class for VertexProgram and PixelProgram
G3D::GPUProgram::ArgListArgument list for a vertex program
G3D::GPUProgram::BindingTable::BindingA constant, variable, or matrix binding for a vertex program
G3D::GThreadPlatform independent thread implementation
G3D::GuiButtonPush button that can be temporarily pressed
G3D::GuiCaptionText on a GuiControl
G3D::GuiCaption::SymbolLoads standard symbols from the greek.fnt and icon.fnt fonts
G3D::GuiCheckBoxCheck box or toggle button
G3D::GuiCloseEventTriggered by pressing the close button on a G3D::GuiWindow
G3D::GuiControlBase class for all controls
G3D::GuiDrawer
G3D::GuiDropDownListList box for viewing strings
G3D::GuiEventEvents triggered by the G3D Gui system (see G3D::GuiWindow for discussion)
G3D::GuiLabelA text label
G3D::GuiPaneSub-rectangle of a window
G3D::GuiPane::Morph
G3D::GuiRadioButtonRadio button or exclusive set of toggle butons
G3D::GuiSkinRenders UI elements
G3D::GuiSkin::Button::Focus
G3D::GuiSkin::Button::Pair
G3D::GuiSkin::Checkable::Focus
G3D::GuiSkin::Checkable::Pair
G3D::GuiSkin::DropDownList::Focus
G3D::GuiSkin::DropDownList::Pair
G3D::GuiSkin::HSlider::Bar
G3D::GuiSkin::HSlider::Thumb
G3D::GuiSkin::HSlider::Thumb::Focus
G3D::GuiSkin::TextBox::Focus
G3D::GuiSlider< Value >Slider
G3D::GuiTextBoxText box for entering strings
G3D::GuiWindowRetained-mode graphical user interface window
G3D::GUniqueIDGlobally unique identifiers
G3D::GWindowInterface to window APIs for window management, event processing, and OpenGL context management
G3D::GWindow::Settings
G3D::IFSModelLoads the IFS file format
G3D::Image1Luminance image with 32-bit floating point storage
G3D::Image1uint8Compact storage for luminance 8-bit images
G3D::Image3RGB image with 32-bit floating point storage for each channel
G3D::Image3uint8Compact storage for RGB 8-bit per channel images
G3D::Image4RGBA image with 32-bit floating point storage for each channel
G3D::Image4uint8Compact storage for RGBA 8-bit per channel images
G3D::IncompatibleServerDescriptionUsed by DiscoveryClient to report servers running a different version of this application's protocol
G3D::_internal::Indirector< Type >Wraps a pointer value so that it can be treated as the instance itself; convenient for inserting pointers into a Table but using the object equality instead of pointer equality
G3D::JoyAxisEventJoystick axis motion event structure
G3D::JoyBallEventJoystick trackball motion event structure
G3D::JoyButtonEvent
G3D::JoyHatEventJoystick hat position change event structure
G3D::KeyboardEventKeyboard event structure
G3D::LightingA rich environment lighting model that contains both global and local sources
G3D::_BSPMAP::LightVolume
G3D::LightweightConduitProvides fast but unreliable transfer of messages
G3D::LightweightConduit::PacketSizeException
G3D::LineAn infinite 3D line
G3D::LineSegmentAn finite segment of an infinite 3D line
G3D::LineSegment2D
Load3DSThis class maps the 3DS file format to a runtime object, which is then converted to a more useful runtime format and stored in ArticulatedModel
Load3DS::ChunkHeader
Load3DS::FaceMat
Load3DS::MapA texture map
Load3DS::Material
Load3DS::Object
G3D::LogSystem log for debugging purposes
G3D::ManipulatorExports a coordinate frame, typically in response to user input
G3D::_BSPMAP::MapA BSP Map loaded from either a Quake 3 or Half-Life file
G3D::Map2D< Storage, Compute >Map of values across a discrete 2D plane
G3D::MatrixN x M matrix
G3D::Matrix33x3 matrix
G3D::Matrix4A 4x4 matrix
G3D::MD2ModelQuake II model class
G3D::MD2Model::MD2AnimInfo
G3D::MD2Model::PackedGeometry
G3D::MD2Model::Pose
G3D::MD2Model::Pose::Action
G3D::MD2Model::PosedMD2Model
G3D::MD2Model::PrimitiveOne RenderDevice primitive
G3D::MD2Model::Primitive::PVertex
G3D::MD5HashSee G3D::Crypto::md5
G3D::_BSPMAP::Mesh
G3D::MeshAlgIndexed mesh algorithms
G3D::MeshAlg::EdgeOriented, indexed edge
G3D::MeshAlg::FaceOriented, indexed triangle
G3D::MeshAlg::GeometryConvenient for passing around the data that changes under animation
G3D::MeshAlg::VertexAdjacency information for a vertex
G3D::MeshBuilderAllows creation of optimized watertight meshes from unoptimized polygon soups
G3D::MeshShapeMesh shape is intended for debugging and for collision detection
G3D::MilestoneUsed by RenderDevice to force the CPU to wait for the GPU to complete for series of commands
G3D::MouseButtonEvent
G3D::MouseMotionEventMouse motion event structure
G3D::NetAddress
G3D::NetListenerRuns on the server listening for clients trying to make reliable connections
G3D::NetworkDeviceAn abstraction over sockets that provides a message based network infrastructure optimized for sending many small (>500 byte) messages
NSApplicationWrapper
NSAutoreleasePoolWrapper
G3D::_BSPMAP::Patch
G3D::_BSPMAP::Patch::Bezier2D
G3D::PhysicsFrameAn RT transformation using a quaternion; suitable for physics integration
G3D::PixelProgramAbstraction of OpenGL pixel programs
G3D::PlaneAn infinite 2D plane in 3D space
G3D::PlaneShape
G3D::PointAABSPTree< T >A set data structure that supports spatial queries using an axis-aligned BSP tree for speed
G3D::PointAABSPTree< T >::AxisComparator
G3D::PointAABSPTree< T >::BoxIntersectionIteratorC++ STL style iterator variable
G3D::PointAABSPTree< T >::Handle
G3D::PointAABSPTree< T >::IteratorC++ STL style iterator variable
G3D::PointAABSPTree< T >::Node
G3D::Pointer< ValueType >Acts like a pointer to a value of type ValueType (i.e., ValueType*), but can operate through accessor methods as well as on a value in memory
G3D::Pointer< ValueType >::IndirectValue
G3D::PointShape
G3D::_internal::PolyLineGeneric< SegmentType, VertexType >
G3D::PosedModelBase class for posed models
G3D::PosedModel2DPrimarily for use in GUI rendering
G3D::QuatUnit quaternions are used in computer graphics to represent rotation about an axis
G3D::Queue< T >Dynamic queue that uses a circular buffer for performance
G3D::QuitEventThe "quit requested" event
G3D::RayA 3D Ray
G3D::RayShape
G3D::Rect2DIf you are using this class for pixel rectangles, keep in mind that the last pixel you can draw to is at x0() + width() - 1
G3D::ReferenceCountedObjectObjects that are reference counted inherit from this
G3D::ReferenceCountedPointer< T >Use ReferenceCountedPointer<T> in place of T* in your program
G3D::RegistryUtilProvides generalized Windows registry querying
G3D::ReliableConduitA conduit that guarantees messages will arrive, intact and in order
G3D::RenderbufferAbstraction of the OpenGL renderbuffer object
G3D::RenderDeviceYou must call RenderDevice::init() before using the RenderDevice
G3D::RenderDevice::DebugSettings
G3D::RenderDevice::RenderState::Lights
G3D::RenderDevice::RenderState::Matrices
G3D::RenderDevice::RenderState::Stencil
G3D::RenderDevice::RenderState::TextureUnit
G3D::RenderDevice::StatusInfo
G3D::ResizeEvent
G3D::SDL_keysym
G3D::SDL_SysWMEvent
G3D::SDLWindowAn implementation of G3D::Window that uses the Open Source SDL library
G3D::Set< T >An unordered data structure that has at most one of each element
G3D::Set< T >::IteratorC++ STL style iterator variable
G3D::ShaderAbstraction of the programmable hardware pipeline
G3D::ShadowMap
G3D::ShapeBase class for other shapes
G3D::SkyA background cube with an appropriately warped texture to make it look like an infinite environment
G3D::SkyParametersProvides a reasonable (but not 100% physically correct) set of lighting parameters based on the time of day
G3D::SphereSphere
G3D::SphereShape
G3D::Spline< Control >Piecewise 3rd-order Catmull-Rom spline curve for uniformly spaced control points in time
G3D::StopwatchUtility class for profiling duration and frame rates
G3D::SuperShaderA one-size-fits-all shader that combines most common illumination effects efficiently
G3D::SuperShader::Cache::Pair
G3D::SuperShader::ComponentMaterial property coefficients are specified as a constant color times a texture map
G3D::SuperShader::MaterialDescribes the properties of a material to be used with SuperShader
G3D::SystemOS and processor abstraction
G3D::Table< Key, Value, HashFunc >An unordered data structure mapping keys to values
G3D::Table< Key, Value, HashFunc >::EntryThe pairs returned by iterator
G3D::Table< Key, Value, HashFunc >::IteratorC++ STL style iterator variable
G3D::TextInputA simple style tokenizer for reading text files that also supports C++-like syntaxes
G3D::TextInput::BadMSVCSpecialWhile parsing a number of the form 1
G3D::TextInput::SettingsTokenizer configuration options
G3D::TextInput::TokenException
G3D::TextInput::WrongStringString read from input did not match expected string
G3D::TextInput::WrongSymbol
G3D::TextInput::WrongTokenTypeThrown by the read methods
G3D::TextOutputConvenient formatting of ASCII text written to a file
G3D::TextOutput::Settings
G3D::TextureAbstraction of OpenGL textures
G3D::Texture::PreProcess
G3D::Texture::SettingsAll parameters of a texture that are independent of the underlying image data
G3D::TextureFormatUsed to describe texture formats to the G3D::Texture class
G3D::ThirdPersonManipulatorBy default, the ThirdPersonManipulator moves an object relative to its own axes
G3D::TokenFor use with TextInput
G3D::ToneMapApplies gamma correction and bloom
G3D::ToneMap::Settings
G3D::TriangleA generic triangle representation
G3D::_internal::UIGeomPiece of 3D geometry that tracks its own 2D projection
G3D::UprightFrameCoordinate frame expressed in Euler angles
G3D::UprightSplineShortest-path linear velocity spline for camera positions
G3D::UprightSplineManipulatorAllows recording and playback of a G3D::UprightSpline based on a G3D::GCamera
G3D::UserEventA user-defined event type
G3D::UserInputUser input class that consolidates joystick, keyboard, and mouse input
G3D::VARA pointer to an array of vertices, colors, or normals in video memory
G3D::VARAreaWrapper for OpenGL Vertex Buffer Object http://oss.sgi.com/projects/ogl-sample/registry/ARB/vertex_buffer_object.txt http://developer.nvidia.com/docs/IO/8230/GDC2003_OGL_BufferObjects.ppt
G3D::Vector2Do not subclass-- this implementation makes assumptions about the memory layout
G3D::Vector2int16A Vector2 that packs its fields into uint16s
G3D::Vector3Swizzles Vector classes have swizzle operators, e.g
G3D::Vector3int16A Vector3 that packs its fields into uint16s
G3D::Vector4Do not subclass-- this implementation makes assumptions about the memory layout
G3D::Vector4int8Homogeneous vector stored efficiently in four signed int8s
G3D::_BSPMAP::Vertex
G3D::VertexAndPixelShaderA compatible vertex and pixel shader
G3D::VertexAndPixelShader::ArgListBindings of values to uniform variables for a VertexAndPixelShader
G3D::VertexAndPixelShader::ArgumentErrorThrown by validateArgList
G3D::VertexAndPixelShader::GPUShader
G3D::VertexAndPixelShader::UniformDeclaration
G3D::VertexProgramAbstraction of OpenGL vertex programs
G3D::_BSPMAP::VisData
G3D::WeakCache< Key, ValueRef >A cache that does not prevent its members from being garbage collected
G3D::WeakReferenceCountedPointer< T >A weak pointer allows the object it references to be garbage collected
G3D::WidgetInterface for 2D or 3D objects that experience standard virtual world events and are rendered
G3D::WidgetManagerManages a group of GModules
G3D::Win32Window
G3D::WrapModeDescribes the behavior of G3D::Texture, G3D::Map2D, G3D::Image3, etc

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