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3DCoat is the one application that has all the tools you need to take your 3D idea from a block of digital clay all the way to a production ready, fully textured organic or hard surface model.
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scalc::VolumeObjectCellsGPU Member List

This is the complete list of members for scalc::VolumeObjectCellsGPU, including all inherited members.

AddCells(PassedCells &cache, const char *preffix, VolumeObject *vo, cList< std::pair< tri_DWORD, VolumeCell * >> &cells, bool CopyValues, bool CreateBackIndex)scalc::VolumeObjectCellsGPU
AddSampler(const char *name, int TextureID)scalc::ShaderCalc
ApplySymmetry(VolumeObject *vo, PointsStory &inLocal, cList< TrElement > &out)scalc::VolumeObjectCellsGPUstatic
Assign(const char *id, int value)scalc::ShaderCalc
AssignShader(const char *name)scalc::ShaderCalc
BackToCells(PassedCells &cells)scalc::VolumeObjectCellsGPU
Execute(const char *OutputTextureName)scalc::ShaderCalc
FreeTextures()scalc::ShaderCalc
fromGpu(const char *name, cList< Type > &array)scalc::ShaderCalc
GrowGPU(VolumeObject *vo, cList< TrElement > &Trajectory, float sign)scalc::VolumeObjectCellsGPUstatic
instance()scalc::VolumeObjectCellsGPUstatic
Operate(const char *ShaderName, const char *OutputPreffix)scalc::VolumeObjectCellsGPU
Output(const char *name, cPtrDiff AmountOfElements, comms::cFormat::Enum format)scalc::ShaderCalc
PassAlpha(const char *name, AlphaShapeRef &Ref)scalc::VolumeObjectCellsGPU
PassTrajectory(cList< TrElement > &Trajectory)scalc::VolumeObjectCellsGPU
RelaxGPU(VolumeObject *vo, Vector3D Center, float R, float Degree, int sign)scalc::VolumeObjectCellsGPUstatic
ReturnTexturesToCommonPool()scalc::ShaderCalc
toGpu(const char *name, cList< Type > &array, comms::cFormat::Enum format)scalc::ShaderCalc
TrajectoryOverGPU(VolumeObject *vo, cList< TrElement > &Trajectory, float sign, const char *shader)scalc::VolumeObjectCellsGPUstatic