|
GameApi 28
Library used by GameApi Builder tool
|
This is the complete list of members for GameApi::PolygonApi, including all inherited members.
| acesfilm_shader(EveryApi &ev, ML mainloop) | GameApi::PolygonApi | |
| adjust_shader(EveryApi &ev, ML mainloop, unsigned int ad_color, float ad_dark, float ad_light) | GameApi::PolygonApi | |
| alt(std::vector< P > vec, int index) | GameApi::PolygonApi | |
| ambient_occulsion_color(P p) | GameApi::PolygonApi | |
| ambient_shader(EveryApi &ev, ML mainloop, int ambient_color_id, float ambient_level) | GameApi::PolygonApi | |
| and_not_elem(EveryApi &ev, P p1, P p_not, O o1, O o_not, CT cutter1, CT cutter_not) | GameApi::PolygonApi | |
| anim(EveryApi &ev, ML next, MA anim, float start_time, float delta_time, int count) | GameApi::PolygonApi | |
| anim_array(P *array, int size) | GameApi::PolygonApi | |
| anim_bind(EveryApi &ev, ML next, MA anim, MT material, float start_time, float delta_time, int count) | GameApi::PolygonApi | |
| anim_endpoints(P p1, P p2) | GameApi::PolygonApi | |
| anim_interpolate(P p, float val) | GameApi::PolygonApi | |
| anim_render(AA, float delta) | GameApi::PolygonApi | |
| anim_target_matrix(P p, M matrix) | GameApi::PolygonApi | |
| anim_target_scale(P p, PT center, float scale_x, float scale_y, float scale_z) | GameApi::PolygonApi | |
| anim_target_vector(P p, V v) | GameApi::PolygonApi | |
| array_lighting(L *array, int size) | GameApi::PolygonApi | |
| array_p_array(std::vector< PV > vec) | GameApi::PolygonApi | |
| array_pl(std::vector< PL > vec) | GameApi::PolygonApi | |
| attach_cache(ATT a, P p) | GameApi::PolygonApi | |
| attrib_function(P p1, std::function< float(int face, int point, int idx)> f, int idx) | GameApi::PolygonApi | |
| attribi_function(P p1, std::function< int(int face, int point, int idx)> f, int idx) | GameApi::PolygonApi | |
| av_unique(AV arr) | GameApi::PolygonApi | |
| average_normals(P orig, int sx, int sy) | GameApi::PolygonApi | |
| bar_chart(GameApi::EveryApi &ev, std::string url, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float per) | GameApi::PolygonApi | |
| bar_chart2(GameApi::EveryApi &ev, std::string url, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float per, float per2) | GameApi::PolygonApi | |
| bg_image(EveryApi &ev, BM bm) | GameApi::PolygonApi | |
| bitmapsized_quad(BM bm) | GameApi::PolygonApi | |
| block_divide(P p, float pos_x, float pos_z, int sx, int sz, float delta_x, float delta_z) | GameApi::PolygonApi | |
| block_draw(std::vector< ML > vec, float pos_x, float pos_z, int sx, int sz, float delta_x, float delta_z, int view) | GameApi::PolygonApi | |
| block_render(GameApi::EveryApi &ev, std::vector< P > vec, MT mat) | GameApi::PolygonApi | |
| block_render2(GameApi::EveryApi &ev, std::vector< P > vec, std::vector< MT > mat) | GameApi::PolygonApi | |
| bloom1_shader(EveryApi &ev, ML mainloop, float r_val, float g_val, float b_val) | GameApi::PolygonApi | |
| bloom_cut_sbm(SBM texture, float r, float g, float b) | GameApi::PolygonApi | |
| blur_sbm(SBM texture, float pixel_x, float pixel_y) | GameApi::PolygonApi | |
| blur_shader(EveryApi &ev, ML mainloop, float x_val, float y_val) | GameApi::PolygonApi | |
| blurred_render_shader(EveryApi &ev, ML mainloop, int numsamples, float blur_radius) | GameApi::PolygonApi | |
| build_offsets(P p, std::vector< PT > vec) | GameApi::PolygonApi | |
| bump_phong_shader(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int highlight, float pow) | GameApi::PolygonApi | |
| change_colors(P orig, std::function< unsigned int(unsigned int orig, int face, int point)> f) | GameApi::PolygonApi | |
| change_normals(P orig, std::function< V(V orig, int face, int point)> f) | GameApi::PolygonApi | |
| change_positions(P orig, std::function< PT(PT p, int face, int point)> f) | GameApi::PolygonApi | |
| change_texture(P orig, std::function< int(int face)> f, BM *array, int size) | GameApi::PolygonApi | |
| choose_color_shader(EveryApi &ev, ML mainloop, unsigned int color, float mix_val) | GameApi::PolygonApi | |
| choose_texture(P orig, int num) | GameApi::PolygonApi | |
| choose_time(ML next, std::vector< ML > vec, float delta_time) | GameApi::PolygonApi | |
| circular_span(EveryApi &ev, LI li, float delta_angle_around_y_axis, int num_steps) | GameApi::PolygonApi | |
| clone(VA va) | GameApi::PolygonApi | |
| color(P orig, unsigned int color) | GameApi::PolygonApi | |
| color_alpha(P orig, unsigned int alpha) | GameApi::PolygonApi | |
| color_cube(P orig, PT o, PT u_x, PT u_y, PT u_z, unsigned int color_o, unsigned int color_x, unsigned int color_y, unsigned int color_z) | GameApi::PolygonApi | |
| color_distance(P faces, float center_x, float center_y, float center_z, unsigned int color_center, unsigned int color_dist, float dist_center, float dist_dist) | GameApi::PolygonApi | |
| color_faces(P orig, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4) | GameApi::PolygonApi | |
| color_from_normals(P orig) | GameApi::PolygonApi | |
| color_from_texcoord(P orig, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4) | GameApi::PolygonApi | |
| color_function(P p1, std::function< unsigned int(int face, int point)> f) | GameApi::PolygonApi | |
| color_grayscale(P orig) | GameApi::PolygonApi | |
| color_lambert(P orig, unsigned int color, float light_dir_x, float light_dir_y, float light_dir_z, float pow, float intensity) | GameApi::PolygonApi | |
| color_lighting(float dx, float dy, float dz, int r, int g, int b, int a) | GameApi::PolygonApi | |
| color_map(BM bm, float start_x, float end_x, float start_y, float end_y, float z) | GameApi::PolygonApi | |
| color_map2(BM bm, PT pos, V u_x, V u_y) | GameApi::PolygonApi | |
| color_map3(BM bm, FB height, PT pos, V u_x, V u_y) | GameApi::PolygonApi | |
| color_map3(BM bm, FB height, float sx, float sy, float z) | GameApi::PolygonApi | |
| color_map3_cyl(BM bm, FB height, PT pos, V u_x, V u_y) | GameApi::PolygonApi | |
| color_map3_cyl(BM bm, FB height, float sx, float sy, float z) | GameApi::PolygonApi | |
| color_map3_sph(BM bm, FB height, PT pos, V u_x, V u_y) | GameApi::PolygonApi | |
| color_map3_sph(BM bm, FB height, float sx, float sy, float z) | GameApi::PolygonApi | |
| color_map4(BM bm, FB height, float sx, float sy, float z) | GameApi::PolygonApi | |
| color_poly(P orig, int facenum, unsigned int *array, int size) | GameApi::PolygonApi | |
| color_range(P orig, unsigned int source_upper, unsigned int source_lower, unsigned int upper_range, unsigned int lower_range) | GameApi::PolygonApi | |
| color_voxel(P orig, VX colours, PT p, V u_x, V u_y, V u_z) | GameApi::PolygonApi | |
| colormix_shader(EveryApi &ev, ML mainloop, float mix) | GameApi::PolygonApi | |
| colour_shader(EveryApi &ev, ML mainloop, float mix) | GameApi::PolygonApi | |
| coloured_lights_shader(EveryApi &ev, ML mainloop, float scale, unsigned int color_1, unsigned int color_2, unsigned int color_3, unsigned int color_4, unsigned int color_5, unsigned int color_6, unsigned int color_7, unsigned int color_8, PT pos_1, PT pos_2, PT pos_3, PT pos_4, PT pos_5, PT pos_6, PT pos_7, PT pos_8, float dist_1, float dist_2, float dist_3, float dist_4, float dist_5, float dist_6, float dist_7, float dist_8) | GameApi::PolygonApi | |
| colourspace_facecoll(CSI i, float t) | GameApi::PolygonApi | |
| colourspace_func(std::function< unsigned int(float, float, float, float)> f, float sx, float ex, float sy, float ey, float sz, float ez, float st, float et) | GameApi::PolygonApi | |
| colourspace_or_elem(CS cs, float delta_t, CS cs2, float delta_t2) | GameApi::PolygonApi | |
| colourspace_sample(CS i, int sx, int sy, int sz) | GameApi::PolygonApi | |
| colourspace_sphere2() | GameApi::PolygonApi | |
| comb_mat(GameApi::EveryApi &ev, std::vector< MT > vec1, std::vector< MT > vec2) | GameApi::PolygonApi | |
| combine_anim(P p1, P p2, float start_time, float end_time) | GameApi::PolygonApi | |
| combine_sbm(SBM texture1, SBM texture2) | GameApi::PolygonApi | |
| combine_textures(P p1, P p2) | GameApi::PolygonApi | |
| cone(int numfaces, PT p1, PT p2, float rad1, float rad2) | GameApi::PolygonApi | |
| cone_anim(float c_x, float c_y, float c_z, float d_x, float d_y, float d_z, float c2_x, float c2_y, float c2_z, float d2_x, float d2_y, float d2_z, float r1, float r2, float r1_2, float r2_2, int numfaces, float start_time, float end_time) | GameApi::PolygonApi | |
| convex_hull(PTS pts) | GameApi::PolygonApi | |
| count_function(P p1, std::function< int(int face)> f) | GameApi::PolygonApi | |
| counts(P p1, int numfaces) | GameApi::PolygonApi | |
| create_dynamic_geometry(P *array, int size) | GameApi::PolygonApi | |
| create_static_geometry(P *array, int size) | GameApi::PolygonApi | |
| create_vertex_array(P p, bool keep=false) | GameApi::PolygonApi | |
| create_vertex_array_attribs(P p, bool keep, std::vector< int > attribs, std::vector< int > attribi) | GameApi::PolygonApi | |
| create_vertex_array_hw(VA va) | GameApi::PolygonApi | |
| cube(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z) | GameApi::PolygonApi | |
| cube(PT *p) | GameApi::PolygonApi | |
| cube_anim(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float start_x2, float end_x2, float start_y2, float end_y2, float start_z2, float end_z2, float start_time, float end_time) | GameApi::PolygonApi | |
| cube_map(float start_x, float end_x, float stary_y, float end_y, float start_z, float end_z, BM bm_front, BM bm_back, BM bm_left, BM bm_right, BM bm_top, BM bm_bottom) | GameApi::PolygonApi | |
| cullface(ML ml, bool b, bool is_gltf) | GameApi::PolygonApi | |
| curve_group_from_anim(MA ma, float start_time, float end_time) | GameApi::PolygonApi | |
| curve_to_poly(C c, float start_x, float end_x, float start_y, float end_y, float start_angle, float end_angle, int numinstances) | GameApi::PolygonApi | |
| custom_shader(EveryApi &ev, ML mainloop, std::string v_shader, std::string f_shader, std::string v_funcname, std::string f_funcname) | GameApi::PolygonApi | |
| cut_faces(P p, O o, CT cutter) | GameApi::PolygonApi | |
| decimate(P p, float val) | GameApi::PolygonApi | |
| decimate2(P p, float val) | GameApi::PolygonApi | |
| decimate3(P p, float val) | GameApi::PolygonApi | |
| decimate3_inv(P p, float val) | GameApi::PolygonApi | |
| decimate_tf(TF mesh, float val) | GameApi::PolygonApi | |
| decimate_tf_zero(TF mesh) | GameApi::PolygonApi | |
| decimate_without_holes(EveryApi &ev, P p, float, int, float, std::vector< BM >) | GameApi::PolygonApi | |
| decimate_zeros(P p) | GameApi::PolygonApi | |
| deform(P obj, O bools, float dx, float dy, float dz) | GameApi::PolygonApi | |
| delete_vertex_array(VA arr) | GameApi::PolygonApi | |
| disc(EveryApi &ev, int numfaces, float center_x, float center_y, float center_z, float normal_x, float normal_y, float normal_z, float radius) | GameApi::PolygonApi | |
| discard_shader(EveryApi &ev, ML mainloop) | GameApi::PolygonApi | |
| dist_field_mesh_shader(EveryApi &ev, ML mainloop, SFO sfo) | GameApi::PolygonApi | |
| dist_from_lines(LI li, float d1, float d2, PT center) | GameApi::PolygonApi | |
| dither_shader(EveryApi &ev, ML mainloop) | GameApi::PolygonApi | |
| ds_cache_mtl(EveryApi &ev, P input, int count, std::string mtl_url, std::string url_prefix) | GameApi::PolygonApi | |
| ds_cache_url(EveryApi &ev, P input, int count) | GameApi::PolygonApi | |
| dyn_lights_shader(EveryApi &ev, ML mainloop, float light_pos_x, float light_pos_y, float light_pos_z, float dist, MN dyn_point) | GameApi::PolygonApi | |
| edge_shader(EveryApi &ev, ML mainloop, float edge_width, unsigned int edge_color) | GameApi::PolygonApi | |
| EQuad enum value | GameApi::PolygonApi | |
| ETriangle enum value | GameApi::PolygonApi | |
| explode(VA va, PT pos, float dist) | GameApi::PolygonApi | |
| extract_large_polygons(P p, float minimum_size, bool reverse) | GameApi::PolygonApi | |
| face_cutter(P p, float start, float end) | GameApi::PolygonApi | |
| fade_pic(EveryApi &ev, BM bm1, float start_time, float transition_time, float end_time, float end_transition_time, BM bm2, float start2_time, float transition2_time, float end2_time, float end2_transition_time) | GameApi::PolygonApi | |
| fade_shader(EveryApi &ev, ML mainloop, float start_time, float end_time, float start_time2, float end_time2) | GameApi::PolygonApi | |
| file_cache(P model, std::string filename, int obj_num) | GameApi::PolygonApi | |
| filter_invisible(P p, float size) | GameApi::PolygonApi | |
| find_attach2(P p, LI li) | GameApi::PolygonApi | |
| find_color_id(P p, int facenum, int pointnum) | GameApi::PolygonApi | |
| find_normal_id(P p, int facenum, int pointnum) | GameApi::PolygonApi | |
| find_point_id(P p, int facenum, int pointnum) | GameApi::PolygonApi | |
| find_texcoord_id(P p, int facenum, int pointnum) | GameApi::PolygonApi | |
| fix_texcoord(P p) | GameApi::PolygonApi | |
| fix_vertex_order(P p) | GameApi::PolygonApi | |
| flip_normals(P obj) | GameApi::PolygonApi | |
| flip_polygon_order(P p) | GameApi::PolygonApi | |
| fog_shader(EveryApi &ev, ML mainloop, float fog_dist, unsigned int dark_color, unsigned int light_color) | GameApi::PolygonApi | |
| fractal_mountain(int level, int sx, int sy) | GameApi::PolygonApi | |
| from_lines(LI li, std::function< P(int i, float sx, float sy, float sz, float ex, float ey, float ez, unsigned int scolor, unsigned int ecolor)> f) | GameApi::PolygonApi | |
| from_normal_to_texcoord(P p) | GameApi::PolygonApi | |
| from_points(PTS p, std::function< P(int i, float x, float y, float z, unsigned int color)> f) | GameApi::PolygonApi | |
| from_polygon(P p, std::function< P(int face, PT p1, PT p2, PT p3, PT p4)> f) | GameApi::PolygonApi | |
| from_polygon_1(P p, std::function< P(int face, PT p1, PT p2, PT p3, PT p4)> f) | GameApi::PolygonApi | |
| fromsurface(S s, float thickness) | GameApi::PolygonApi | |
| fromsurface(S s1, S s2, C curve) | GameApi::PolygonApi | |
| fullscreen_quad(EveryApi &ev) | GameApi::PolygonApi | |
| get_face_count(P p) | GameApi::PolygonApi | |
| get_tri_vertex_array(P p, int choose, int row, int *v_size, float **v_array, int *n_size, float **n_array, int *c_size, unsigned int **c_array, int *tex_size, float **tex_array, int *attrib_size1, int *attrib_size2, float ***attrib_array) | GameApi::PolygonApi | |
| get_tri_vertex_array_frames(P p) | GameApi::PolygonApi | |
| get_tri_vertex_array_rows(P p) | GameApi::PolygonApi | |
| gi_shader(EveryApi &ev, ML mainloop, PTS points, float obj_size) | GameApi::PolygonApi | |
| globe_shader(EveryApi &ev, ML mainloop, float globe_r) | GameApi::PolygonApi | |
| glowedge_shader(EveryApi &ev, ML mainloop, float white_level, float gray_level, float edge_pos) | GameApi::PolygonApi | |
| gltf_anim_shader(GameApi::EveryApi &ev, ML ml_orig, std::vector< GameApi::ML > mls, int key, int mode, int timeid, TRA anim_transfer_id, int frame_skip) | GameApi::PolygonApi | |
| gltf_load(EveryApi &ev, TF model, int mesh_index, int prim_index, TRR resize_transfer_id) | GameApi::PolygonApi | |
| gltf_load_bitmap(GameApi::EveryApi &ev, TF model, int image_index) | GameApi::PolygonApi | |
| gltf_load_nr(EveryApi &ev, TF model, int mesh_index, int prim_index, TRR resize_transfer_id) | GameApi::PolygonApi | |
| gltf_shader(EveryApi &ev, ML mainloop, float mix, bool tex0, bool tex1, bool tex2, bool tex3, bool tex4, bool tex5, bool tex6, bool tex7, float roughness, float metallic, float basecolor0, float basecolor1, float basecolor2, float basecolor3, float occul, float emiss, bool spec, float diff_factor_r=1.0, float diff_factor_g=1.0, float diff_factor_b=1.0, float spec_factor_r=1.0, float spec_factor_g=1.0, float spec_factor_b=1.0, float glossi_factor=1.0, bool unlit=false, float emis2_r=0.0, float emis2_g=0.0, float emis2_b=0.0, float light_dir_x=0.0, float light_dir_y=0.0, float light_dir_z=-400.0, std::string cache_id="gltf", float self_mult=1.0, float rest_mult=0.0, bool emissive=false) | GameApi::PolygonApi | |
| gltf_split_faces2(EveryApi &ev, TF model0, int mesh_index, int prim_index, int max_attach) | GameApi::PolygonApi | |
| gradient_color(P p, float p_x, float p_y, float p_z, float v_x, float v_y, float v_z, unsigned int start_color, unsigned int end_color) | GameApi::PolygonApi | |
| grid(PT o, PT u_x, PT u_y, int num_x, int num_y) | GameApi::PolygonApi | |
| grid(PT o, PT u_x, PT u_y, int num_x, int num_y, P *grid) | GameApi::PolygonApi | |
| heightmap(BM bm, HeightMapType t, float min_x, float max_x, float min_y, float max_y, float min_z, float max_z) | GameApi::PolygonApi | |
| heightmap(FB fb, std::function< P(float)> f, float dx, float dz) | GameApi::PolygonApi | |
| heightmap2(FB bm, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z) | GameApi::PolygonApi | |
| HeightMapType enum name | GameApi::PolygonApi | |
| id_array(ID *array, int size) | GameApi::PolygonApi | |
| identity_pose(int li_size) | GameApi::PolygonApi | |
| interpolate_mesh_pair(P start_p, P end_p) | GameApi::PolygonApi | |
| interpolate_mesh_pair_arr(std::vector< P > start_ps, std::vector< P > end_ps) | GameApi::PolygonApi | |
| intersect(EveryApi &ev, P p1, P p2, O o1, O o2, CT cutter1, CT cutter2) | GameApi::PolygonApi | |
| is_array_texture(VA va) | GameApi::PolygonApi | |
| is_texture(VA va) | GameApi::PolygonApi | |
| li_piechart(float c_x, float c_y, float c_z, float start_angle, float end_angle, float radius, int numsteps) | GameApi::PolygonApi | |
| li_polygon(LI li, float width) | GameApi::PolygonApi | |
| li_static_instancing_matrix(EveryApi &ev, LI obj, MS matrix_array) | GameApi::PolygonApi | |
| light_bm(L lighting, P poly) | GameApi::PolygonApi | |
| light_shader(EveryApi &ev, ML mainloop) | GameApi::PolygonApi | |
| light_transport(P p, int num, float light_dir_x, float light_dir_y, float light_dir_z) | GameApi::PolygonApi | |
| lighting(P orig, L lighting) | GameApi::PolygonApi | |
| line_to_cone(EveryApi &ev, LI li, float size, int numfaces) | GameApi::PolygonApi | |
| line_to_cone2(EveryApi &ev, LI li, float size, int numfaces, MT mt) | GameApi::PolygonApi | |
| line_to_cone3(EveryApi &ev, LI li, float size, int numfaces, MT mt, unsigned int color) | GameApi::PolygonApi | |
| linear_span(EveryApi &ev, LI li, float dx, float dy, float dz, int num_steps) | GameApi::PolygonApi | |
| load_ds_from_temp_p(EveryApi &ev, P p, std::string url) | GameApi::PolygonApi | |
| load_glb_from_temp(std::string filename, void(*fptr)(void *), void *, bool &success) | GameApi::PolygonApi | |
| load_glb_from_temp2(std::string filename) | GameApi::PolygonApi | |
| load_glb_from_temp3(std::string filename) | GameApi::PolygonApi | |
| load_model(std::string filename, int obj_num) | GameApi::PolygonApi | |
| load_model_all(std::string filename, int count) | GameApi::PolygonApi | |
| load_model_all_no_cache(std::string filename, int count, bool nr) | GameApi::PolygonApi | |
| load_model_all_no_cache(LoadStream *file_data, int count, bool nr) | GameApi::PolygonApi | |
| load_model_all_no_cache_mtl(std::string filename, int count, std::vector< std::string > material_names, bool nr) | GameApi::PolygonApi | |
| load_model_all_no_cache_mtl(LoadStream *file_data, int count, std::vector< std::string > material_names, bool nr) | GameApi::PolygonApi | |
| load_scene(EveryApi &ev, std::string url, int sx, int sy) | GameApi::PolygonApi | |
| lod_choose(std::vector< P > vec, std::string name) | GameApi::PolygonApi | |
| lod_select(float start_dist, float dist_step, int max_value) | GameApi::PolygonApi | |
| lod_set(P p, std::string name, int value) | GameApi::PolygonApi | |
| log_coords(P p) | GameApi::PolygonApi | |
| log_coords2(P p, int x_count, int y_count, float sx, float sy, float sz) | GameApi::PolygonApi | |
| m_bind_inst_many(EveryApi &ev, std::vector< P > vec, std::vector< MT > materials, PTS pts, int ticks) | GameApi::PolygonApi | |
| m_bind_many(EveryApi &ev, std::vector< P > vec, std::vector< MT > materials, int ticks) | GameApi::PolygonApi | |
| material_arr(std::vector< MT > vec, int start_range, int end_range) | GameApi::PolygonApi | |
| material_choose(std::vector< MT > mat, std::vector< P > p) | GameApi::PolygonApi | |
| material_extractor_bm(P p, int start_index, int end_index) | GameApi::PolygonApi | |
| material_extractor_mt(EveryApi &ev, P p, float mix, int start_index, int end_index) | GameApi::PolygonApi | |
| material_extractor_p(P p, int start_index, int end_index, int num_slots, int current_slot) | GameApi::PolygonApi | |
| material_face_collection(P base, P material) | GameApi::PolygonApi | |
| material_index(EveryApi &ev, std::vector< MT > vec, int index) | GameApi::PolygonApi | |
| matrix(P orig, M mat) | GameApi::PolygonApi | |
| matrix44(P orig, M mat) | GameApi::PolygonApi | |
| max_color(P orig, P orig2) | GameApi::PolygonApi | |
| memoize(P orig) | GameApi::PolygonApi | |
| memoize_all(P orig) | GameApi::PolygonApi | |
| mesh_anim(EveryApi &ev, std::vector< P > vec, std::vector< MN > move, std::vector< MT > mat, std::vector< MS > inst, std::vector< IF > states, std::string url) | GameApi::PolygonApi | |
| mesh_anim_display_inst(EveryApi &ev, P p, FF val, MN move, MT mat, MS inst) | GameApi::PolygonApi | |
| mesh_anim_display_inst2(EveryApi &ev, P p, FF val, MN mn, MT mat, PTS inst) | GameApi::PolygonApi | |
| mesh_color_shader(EveryApi &ev, ML mainloop, SFO sfo) | GameApi::PolygonApi | |
| mesh_elem(P start, P end) | GameApi::PolygonApi | |
| mesh_resize(P p, float start_x, float end_x, float start_y, float end_Y, float start_z, float end_z) | GameApi::PolygonApi | |
| meshanim(std::vector< P > vec, float start_time, float end_time) | GameApi::PolygonApi | |
| meshanim_anim_meshes(MA ma, float start_time, float delta_time, int count) | GameApi::PolygonApi | |
| meshanim_mesh(MA ma, float time) | GameApi::PolygonApi | |
| meshanim_mesh2(MA ma, float time1, float time2) | GameApi::PolygonApi | |
| meshy(EveryApi &ev, std::string prompt, std::string filename) | GameApi::PolygonApi | |
| min_color(P orig, P orig2) | GameApi::PolygonApi | |
| mix_color(P orig, P orig2, float val) | GameApi::PolygonApi | |
| mix_mesh(P p, PTS points, float val) | GameApi::PolygonApi | |
| mixshader_shader(EveryApi &ev, ML ml, float mix=0.5) | GameApi::PolygonApi | |
| move(P orig, PT obj_0, V obj_x, V obj_y, V obj_z, PT world_0, V world_x, V world_y, V world_z) | GameApi::PolygonApi | |
| mtl_parse(EveryApi &ev, std::vector< unsigned char > mtlfilecontents, std::string url_prefix, int delta=0) | GameApi::PolygonApi | |
| multiply_facecoll(P p, int sx, int sy, int sz) | GameApi::PolygonApi | |
| new_pose(EveryApi &ev, LI li_orig, LI li) | GameApi::PolygonApi | |
| newshadow_shader_1(EveryApi &ev, ML ml, float light_dir_x, float light_dir_y, float light_dir_z, float scale) | GameApi::PolygonApi | |
| newshadow_shader_2_gltf(EveryApi &ev, ML ml, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, float scale, int texindex) | GameApi::PolygonApi | |
| newshadow_shader_2_phong(EveryApi &ev, ML ml, float light_dir_x, float light_dir_y, float light_dir_z, float dark_level, float light_level, float scale) | GameApi::PolygonApi | |
| no_batch_map(P p) | GameApi::PolygonApi | |
| noise_shader(EveryApi &ev, ML mainloop) | GameApi::PolygonApi | |
| normal_darkness(P p, float dark) | GameApi::PolygonApi | |
| normal_function(P p1, std::function< V(int face, int point)> f) | GameApi::PolygonApi | |
| optimize_mesh(P p) | GameApi::PolygonApi | |
| optimize_mesh(P p, float max) | GameApi::PolygonApi | |
| or_array(P *array, int size) | GameApi::PolygonApi | |
| or_array2(std::vector< P > vec) | GameApi::PolygonApi | |
| or_array3(std::vector< P > vec) | GameApi::PolygonApi | |
| or_array_1(P *array, int size) | GameApi::PolygonApi | |
| or_elem(P p1, P p2) | GameApi::PolygonApi | |
| or_elem_anim(P p1, P p2, float time) | GameApi::PolygonApi | |
| or_elem_pl(PL pl1, PL pl2) | GameApi::PolygonApi | |
| orig_pose(EveryApi &ev, P p, LI li, int li_size) | GameApi::PolygonApi | |
| orig_pose2(EveryApi &ev, std::vector< P > vec, LI li, int li_size) | GameApi::PolygonApi | |
| output_ml(std::string objfileurl, int count, std::string prefix, std::vector< MaterialDef > filenames) | GameApi::PolygonApi | |
| p_array(std::vector< P > vec) | GameApi::PolygonApi | |
| p_ds(EveryApi &ev, const unsigned char *beg, const unsigned char *end) | GameApi::PolygonApi | |
| p_ds2(EveryApi &ev, DS ds2) | GameApi::PolygonApi | |
| p_ds_inv(P model, int flags=-1) | GameApi::PolygonApi | |
| p_ds_url(EveryApi &ev, std::string url) | GameApi::PolygonApi | |
| p_empty() | GameApi::PolygonApi | |
| p_gen_texture(P p, int i) | GameApi::PolygonApi | |
| p_mtl(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count) | GameApi::PolygonApi | |
| p_mtl2(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count, int start_index, int end_index, float mix) | GameApi::PolygonApi | |
| p_mtl2_materials(EveryApi &ev, P p) | GameApi::PolygonApi | |
| p_mtl2_nr(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count, int start_index, int end_index, float mix) | GameApi::PolygonApi | |
| p_mtl2_prepare(P p) | GameApi::PolygonApi | |
| p_mtl_bump(P p) | GameApi::PolygonApi | |
| p_mtl_d(P p) | GameApi::PolygonApi | |
| p_mtl_materials(EveryApi &ev, P P) | GameApi::PolygonApi | |
| p_mtl_nr(EveryApi &ev, std::string obj_url, std::string mtl_url, std::string prefix, int count) | GameApi::PolygonApi | |
| p_num_textures(P p) | GameApi::PolygonApi | |
| p_piechart(EveryApi &ev, float c_x, float c_y, float start_angle, float end_angle, float radius, int numsteps, float start_z, float end_z) | GameApi::PolygonApi | |
| p_texture(P p, int i) | GameApi::PolygonApi | |
| p_url(EveryApi &ev, std::string url, int count) | GameApi::PolygonApi | |
| p_url_mtl(EveryApi &ev, std::string url, int count, std::vector< std::string > material_names) | GameApi::PolygonApi | |
| p_url_nr(EveryApi &ev, std::string url, int count) | GameApi::PolygonApi | |
| parse_mtl(std::string filename) | GameApi::PolygonApi | |
| persistent_cache(P orig, std::string filename) | GameApi::PolygonApi | |
| phong_shader(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow) | GameApi::PolygonApi | |
| phong_shader2(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int specular, unsigned int highlight, float pow) | GameApi::PolygonApi | |
| piechart_full(EveryApi &ev, float c_x, float c_y, std::string url, float radius, int numsteps, float start_z, float end_z) | GameApi::PolygonApi | |
| plane_map(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float start_values, float end_values, FB fb, int sx, int sy) | GameApi::PolygonApi | |
| point_function(P p1, std::function< PT(int face, int point)> f) | GameApi::PolygonApi | |
| poly_array(std::vector< P > vec) | GameApi::PolygonApi | |
| poly_execute(EveryApi &ev, ARR arr, std::string gameapi_script) | GameApi::PolygonApi | |
| poly_index(ARR arr, int idx) | GameApi::PolygonApi | |
| poly_size(ARR arr) | GameApi::PolygonApi | |
| polygon(PT *array, int size) | GameApi::PolygonApi | |
| polygon2(std::vector< PT > vec) | GameApi::PolygonApi | |
| polygon3(PTS points) | GameApi::PolygonApi | |
| polygon_fetch(P p) | GameApi::PolygonApi | |
| PolygonApi(Env &e) | GameApi::PolygonApi | |
| position_based_on_screen(ML obj) | GameApi::PolygonApi | |
| prepare(P p, int bbm_choose=-1) | GameApi::PolygonApi | |
| prepare_cache(std::string url, P p) | GameApi::PolygonApi | |
| prepare_cut(P p) | GameApi::PolygonApi | |
| prepare_vertex_array_instanced(ShaderApi &ev, VA va, PTA pta, SH sh) | GameApi::PolygonApi | |
| prepare_vertex_array_instanced_matrix(ShaderApi &ev, VA va, MSA pta, SH sh) | GameApi::PolygonApi | |
| preparedone(P p) | GameApi::PolygonApi | |
| preparepoly(P p, int bbm_choose=-1) | GameApi::PolygonApi | |
| print_data(P p) | GameApi::PolygonApi | |
| print_data2(P p) | GameApi::PolygonApi | |
| print_stat(P p) | GameApi::PolygonApi | |
| print_stat(VA p) | GameApi::PolygonApi | |
| pts_to_voxel(PTS pts, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, int sx, int sy, int sz) | GameApi::PolygonApi | |
| quad(PT p1, PT p2, PT p3, PT p4) | GameApi::PolygonApi | |
| quad_tree(P p) | GameApi::PolygonApi | |
| quad_x(float x, float y1, float y2, float z1, float z2) | GameApi::PolygonApi | |
| quad_y(float x1, float x2, float y, float z1, float z2) | GameApi::PolygonApi | |
| quad_z(float x1, float x2, float y1, float y2, float z) | GameApi::PolygonApi | |
| quads_to_triangles(P p) | GameApi::PolygonApi | |
| radial_lighting(float dx, float dy, float dz, int r, int g, int b, int a, int r2, int g2, int b2, int a2, float dist) | GameApi::PolygonApi | |
| ready_to_prepare(ML p) | GameApi::PolygonApi | |
| recalculate_normals(P orig) | GameApi::PolygonApi | |
| rect_pl(float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, bool x_or_z, bool start_or_end_higher) | GameApi::PolygonApi | |
| reflection(P orig, PT pos, V u_x, V u_y, V ref_vec) | GameApi::PolygonApi | |
| remove_faces(P p) | GameApi::PolygonApi | |
| render(P p, int choose, float x, float y, float z) | GameApi::PolygonApi | |
| render_dynamic(P p, int array_elem, bool textures) | GameApi::PolygonApi | |
| render_dynamic_ml(EveryApi &ev, P p, DC dyn) | GameApi::PolygonApi | |
| render_pl(PL pl) | GameApi::PolygonApi | |
| render_vertex_array(VA va) | GameApi::PolygonApi | |
| render_vertex_array_dyn(VA va, DC dc, MainLoopEnv &e) | GameApi::PolygonApi | |
| render_vertex_array_instanced(ShaderApi &ev, VA va, PTA pta, SH sh, int hide_n=-1) | GameApi::PolygonApi | |
| render_vertex_array_instanced_matrix(ShaderApi &ev, VA va, MSA pta, SH sh, int hide_n=-1) | GameApi::PolygonApi | |
| render_vertex_array_ml(EveryApi &ev, VA va) | GameApi::PolygonApi | |
| render_vertex_array_ml2(EveryApi &ev, P va) | GameApi::PolygonApi | |
| render_vertex_array_ml2_cubemap(EveryApi &ev, P va, std::vector< BM > vec) | GameApi::PolygonApi | |
| render_vertex_array_ml2_texture(EveryApi &ev, P va, std::vector< BM > vec, std::vector< int > types=std::vector< int >(), std::vector< std::string > id_labels=std::vector< std::string >(), std::vector< bool > is_srgb=std::vector< bool >()) | GameApi::PolygonApi | |
| render_vertex_array_ml2_texture2(EveryApi &ev, P p) | GameApi::PolygonApi | |
| render_vertex_array_ml2_texture_id(EveryApi &ev, P va, std::vector< TXID > *vec) | GameApi::PolygonApi | |
| renderpoly(P p, float x, float y, float z) | GameApi::PolygonApi | |
| renderpoly(P p, PT pos) | GameApi::PolygonApi | |
| renderpoly(P p, int choose, float x, float y, float z) | GameApi::PolygonApi | |
| renderpolytobitmap(EveryApi &ev, P p, SH sh, float x, float y, float z, int sx, int sy) | GameApi::PolygonApi | |
| repeat_xy_p(EveryApi &ev, P p, float start_x, float start_y, float dx, float dy, int sx, int sy) | GameApi::PolygonApi | |
| repeat_xz_p(EveryApi &ev, P p, float start_x, float start_z, float dx, float dz, int sx, int sz) | GameApi::PolygonApi | |
| repeat_yz_p(EveryApi &ev, P p, float start_y, float start_z, float dy, float dz, int sy, int sz) | GameApi::PolygonApi | |
| replace_texture(P p, BM bm, int num) | GameApi::PolygonApi | |
| resize_to_correct_size(P model) | GameApi::PolygonApi | |
| resize_to_correct_size_g(P model, TRR resize_transfer_id) | GameApi::PolygonApi | |
| ring(float sx, float sy, float x, int steps) | GameApi::PolygonApi | |
| rotate(P orig, PT pt, V axis, float angle) | GameApi::PolygonApi | |
| rotatex(P orig, float angle) | GameApi::PolygonApi | |
| rotatey(P orig, float angle) | GameApi::PolygonApi | |
| rotatez(P orig, float angle) | GameApi::PolygonApi | |
| rounded_cube(EveryApi &ev, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float round_radius) | GameApi::PolygonApi | |
| s_sample(S surf, int sx, int sy) | GameApi::PolygonApi | |
| s_spherical(float c_x, float c_y, float c_z, FB fb, float start_radius, float end_radius, float start_values, float end_values) | GameApi::PolygonApi | |
| save_model(P poly, std::string filename) | GameApi::PolygonApi | |
| save_model_ml(P poly, std::string filename) | GameApi::PolygonApi | |
| sbm_circle(float start_time, float end_time, float start_pos_x, float start_pos_y, float end_pos_x, float end_pos_y, float start_radius, float end_radius) | GameApi::PolygonApi | |
| sbm_texture(EveryApi &ev, ML mainloop, SBM bitmap) | GameApi::PolygonApi | |
| scale(P orig, float sx, float sy, float sz) | GameApi::PolygonApi | |
| seq_p_array(std::vector< P > vec, std::vector< P > vec2) | GameApi::PolygonApi | |
| sfo_sandbox_shader(EveryApi &ev, ML mainloop, SFO sfo) | GameApi::PolygonApi | |
| sfo_sbm(EveryApi &ev, SFO sfo) | GameApi::PolygonApi | |
| shading_shader(EveryApi &ev, ML mainloop, unsigned int level1, unsigned int level2, unsigned int level3, float spec_size=5.0f, bool ambient=true, bool diffuse=true, bool specular=false) | GameApi::PolygonApi | |
| shadow(P orig, PT pos, V u_x, V u_y, V light_vec) | GameApi::PolygonApi | |
| shadow_map(EveryApi &ev, P p, float p_x, float p_y, float p_z, int sx, int sy) | GameApi::PolygonApi | |
| shadow_map2(P p, float p_x, float p_y, float p_z, int sx, int sy, P quad) | GameApi::PolygonApi | |
| shadow_map3(EveryApi &ev, P objs, float p_x, float p_Y, float p_z, int sx, int sy, P quad) | GameApi::PolygonApi | |
| shadow_shader(EveryApi &ev, ML mainloop, int tex_num, float p_x, float p_y, float p_z, unsigned int dark_color, float mix) | GameApi::PolygonApi | |
| single_texture(P orig, BM texture) | GameApi::PolygonApi | |
| ske_anim(EveryApi &ev, P mesh, LI orig_pose, int li_size, std::string url, std::vector< LI > new_poses, MT mat) | GameApi::PolygonApi | |
| ske_anim2(EveryApi &ev, std::vector< P > mesh, LI orig_pose, int li_size, std::string url, std::vector< LI > new_poses, MT mat) | GameApi::PolygonApi | |
| skeletal_anim(P p, PT p_0, PT p_1, PT n_0, PT n_1) | GameApi::PolygonApi | |
| skeletal_shader(EveryApi &ev, ML mainloop, std::vector< SA > vec) | GameApi::PolygonApi | |
| slow_calc_lights(P p, float light_dir_x, float light_dir_y, float light_dir_z) | GameApi::PolygonApi | |
| smooth_normals(P orig) | GameApi::PolygonApi | |
| smooth_normals2(P p) | GameApi::PolygonApi | |
| solid_of_revolution(EveryApi &ev, int numfaces, float p_x, float p_y, float p_z, float p1_x, float p1_y, float p1_z, std::string deltas, std::string radiuses) | GameApi::PolygonApi | |
| sort_faces_by_area(P p) | GameApi::PolygonApi | |
| sort_vertices(VA va, M m) | GameApi::PolygonApi | |
| span(LI li, M matrix, int num_steps) | GameApi::PolygonApi | |
| spatial_decimate(P p, float val) | GameApi::PolygonApi | |
| sphere(PT center, float radius, int numfaces1, int numfaces2) | GameApi::PolygonApi | |
| sphere_anim(float c_x, float c_y, float c_z, float c2_x, float c2_y, float c2_z, float r, float r2, float start_time, float end_time, int numfaces1, int numfaces2) | GameApi::PolygonApi | |
| sphere_map(float c_x, float c_y, float c_z, FB fb, float start_radius, float end_radius, float start_values, float end_values, int sx, int sy) | GameApi::PolygonApi | |
| sphere_rays(float center_x, float center_y, float center_z, float radius, float delta_alfa, float delta_beta, FS field, int maxiter, float c, std::vector< PT > vec) | GameApi::PolygonApi | |
| sphere_rays2(EveryApi &ev, float center_x, float center_y, float center_z, float radius, float delta_alfa, float delta_beta, FS field, int maxiter, float c, std::vector< PT > vec) | GameApi::PolygonApi | |
| spherical_normals(P p, float p_x, float p_y, float p_z) | GameApi::PolygonApi | |
| spherical_wave(P p, float r1, float fr_1, float r2, float fr_2) | GameApi::PolygonApi | |
| split_faces(P p, ATT att, int max_attach) | GameApi::PolygonApi | |
| split_p(P p, int start_face, int end_face) | GameApi::PolygonApi | |
| splitquads(P orig, int x_count, int y_count) | GameApi::PolygonApi | |
| spotlight_shader(EveryApi &ev, ML mainloop, int light_color_id, MN move) | GameApi::PolygonApi | |
| sprite_bind(P p, TX tx, int id) | GameApi::PolygonApi | |
| sprite_bind(P p, Q bm, TX tx) | GameApi::PolygonApi | |
| sprite_bind_1(P p, Q bm, TX tx) | GameApi::PolygonApi | |
| sprite_render(EveryApi &ev, BM bm, float start_x, float end_x, float start_y, float end_y, float z) | GameApi::PolygonApi | |
| sprite_render_fade(EveryApi &ev, BM bm, PTS pts, float start_x, float end_x, float start_y, float end_y, float z, bool flip, float start_time, float end_time) | GameApi::PolygonApi | |
| sprite_render_inst(EveryApi &ev, BM bm, PTS pts, float start_x, float end_x, float start_y, float end_y, float z) | GameApi::PolygonApi | |
| static_instancing(EveryApi &ev, P obj, PTS pos) | GameApi::PolygonApi | |
| static_instancing_array(EveryApi &ev, std::vector< P > vec, PTS pos) | GameApi::PolygonApi | |
| static_instancing_matrix(EveryApi &ev, P obj, MS matrix_array) | GameApi::PolygonApi | |
| static_instancing_vertex_color(EveryApi &ev, P obj, PTS pos) | GameApi::PolygonApi | |
| static_instancing_with_color(EveryApi &ev, P obj, BM bm, float start_x, float end_x, float start_y, float end_y, float z) | GameApi::PolygonApi | |
| stl_load(std::string url) | GameApi::PolygonApi | |
| subpoly_change(P p, P p2, O choose) | GameApi::PolygonApi | |
| substitute(P p1, P p2, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z, float normal) | GameApi::PolygonApi | |
| texcoord_cube(P orig, PT o, PT u_x, PT u_y, PT u_z, PT tex_o, PT tex_x, PT tex_y, PT tex_z) | GameApi::PolygonApi | |
| texcoord_cylindar(P orig, float start_y, float end_y) | GameApi::PolygonApi | |
| texcoord_default(P orig) | GameApi::PolygonApi | |
| texcoord_from_normal(P p) | GameApi::PolygonApi | |
| texcoord_from_normal2(P p) | GameApi::PolygonApi | |
| texcoord_function(P p1, std::function< PT(int face, int point)> f) | GameApi::PolygonApi | |
| texcoord_manual(P orig, float p1_x, float p1_y, float p2_x, float p2_y, float p3_x, float p3_y, float p4_x, float p4_y) | GameApi::PolygonApi | |
| texcoord_plane(P p, float start_x, float end_x, float start_y, float end_y) | GameApi::PolygonApi | |
| texcoord_poly(P orig, int facenum, PT *array, int size) | GameApi::PolygonApi | |
| texcoord_spherical(PT center, P orig) | GameApi::PolygonApi | |
| texcoord_spherical2(EveryApi &ev, PT center, float r, P orig) | GameApi::PolygonApi | |
| texcoord_subarea(P p, float start_x, float end_x, float start_y, float end_y) | GameApi::PolygonApi | |
| texture(P orig, BM bm, int bm_choose=-1) | GameApi::PolygonApi | |
| texture_add(P p, BM bm) | GameApi::PolygonApi | |
| texture_arr_shader(EveryApi &ev, ML mainloop, float mix) | GameApi::PolygonApi | |
| texture_cubemap_shader(EveryApi &ev, ML mainloop, float mix, float mix2) | GameApi::PolygonApi | |
| texture_from_p(P p, int num) | GameApi::PolygonApi | |
| texture_many_shader(EveryApi &ev, ML mainloop, float mix) | GameApi::PolygonApi | |
| texture_sbm() | GameApi::PolygonApi | |
| texture_shader(EveryApi &ev, ML mainloop, float mix) | GameApi::PolygonApi | |
| texture_splitter(P p, int start_index, int end_index) | GameApi::PolygonApi | |
| texture_splitter2(P p, int num, int num_slots, int current_slot) | GameApi::PolygonApi | |
| texture_storage(P p, int texture_sx, int texture_sy) | GameApi::PolygonApi | |
| tf_ds_inv(TF tf, int flags) | GameApi::PolygonApi | |
| tf_glb_tf(EveryApi &ev, TF tf, std::string url) | GameApi::PolygonApi | |
| toon_outline(P p, float border_width) | GameApi::PolygonApi | |
| toon_shader(EveryApi &ev, ML mainloop) | GameApi::PolygonApi | |
| torus(int numfaces1, int numfaces2, PT center, V u_x, V u_y, float radius1, V uu_x, V uu_y, float radius2) | GameApi::PolygonApi | |
| torus2(EveryApi &ev, int numfaces1, int numfacesw2, PT center, float radius1, float radius2) | GameApi::PolygonApi | |
| translate(P orig, float dx, float dy, float dz) | GameApi::PolygonApi | |
| translate_1(P orig, float dx, float dy, float dz) | GameApi::PolygonApi | |
| transparent_separate(P p, BM bm, bool opaque, bool force_transparent, bool force_opaque) | GameApi::PolygonApi | |
| transparent_separate2(P p, std::vector< BM > vec, bool opaque) | GameApi::PolygonApi | |
| tri_strip(PT *array, int size) | GameApi::PolygonApi | |
| tri_to_quad(P p) | GameApi::PolygonApi | |
| tri_vertex_array(float *v_array, int v_size, float *n_array, int n_size, unsigned int *c_array, int c_size, float *tex_array, int tex_size, float **attrib_array, int a_size1, int a_size2) | GameApi::PolygonApi | |
| triangle(PT p1, PT p2, PT p3) | GameApi::PolygonApi | |
| unit_cube(P orig, PT pos, V u_x, V u_y, V u_z) | GameApi::PolygonApi | |
| unit_to_cube(P orig, PT pos, V u_x, V u_y, V u_z) | GameApi::PolygonApi | |
| unit_to_flex(P orig, PT bTL, PT bTR, PT bBL, PT bBR, PT fTL, PT fTR, PT fBL, PT fBR) | GameApi::PolygonApi | |
| update(VA va) | GameApi::PolygonApi | |
| update_vertex_array(VA va, P p, bool keep=false) | GameApi::PolygonApi | |
| update_vertex_array_ml(VA va, P p, bool keep=false) | GameApi::PolygonApi | |
| update_vertex_array_no_memory(VA va, P p) | GameApi::PolygonApi | |
| vertex_phong_shader(EveryApi &ev, ML mainloop, float light_dir_x, float light_dir_y, float light_dir_z, unsigned int ambient, unsigned int highlight, float pow, float mix) | GameApi::PolygonApi | |
| voxelarray_to_pts(AV arr, float start_x, float end_x, float start_y, float end_y, float start_z, float end_z) | GameApi::PolygonApi | |
| vr_fullscreen_quad(EveryApi &ev, bool is_right) | GameApi::PolygonApi | |
| water_shader(EveryApi &ev, ML mainloop, unsigned int color1, unsigned int color2, unsigned int color3, float center_x, float center_y, float center_z, float wave_mult, float time_mult) | GameApi::PolygonApi | |
| wave_shader(EveryApi &ev, ML mainloop, float radius, float t_mult, float x_mult, float y_mult) | GameApi::PolygonApi | |
| world_from_bitmap(std::function< P(int c)> f, BM int_bm, float dx, float dy, int max_c) | GameApi::PolygonApi | |
| world_from_bitmap(EveryApi &ev, std::vector< P > vec, std::string filename, std::string chars, float dx, float dy, int sx, int sy) | GameApi::PolygonApi | |
| world_from_bitmap2(EveryApi &ev, std::function< P(int c, PT tl, PT tr, PT bl, PT br)> f, BM int_bm, FB float_bm, float dx, float dz, float height) | GameApi::PolygonApi | |
| world_from_voxel(std::function< P(unsigned int c)> f, VX voxel, float dx, float dy, float dz, int max_c) | GameApi::PolygonApi | |
| x_split(P p, float x, float x_0, float x_1) | GameApi::PolygonApi | |
| y_split(P p, float y, float y_0, float y_1) | GameApi::PolygonApi | |
| z_split(P p, float z, float z_0, float z_1) | GameApi::PolygonApi | |
| ~PolygonApi() | GameApi::PolygonApi |