GeometryBuffer.GeometryBuffer |
( |
| ) |
|
|
inline |
bool GeometryBuffer.Check |
( |
bool |
AutoResolveVLimit, |
|
|
bool |
DebugOut |
|
) |
| |
|
inline |
void GeometryBuffer.PopulateMeshes |
( |
GameObject[] |
gs, |
|
|
Dictionary< string, Material > |
mats |
|
) |
| |
|
inline |
< Should not happen unless obj file is corrupt...
void GeometryBuffer.PushGroup |
( |
string |
name | ) |
|
|
inline |
void GeometryBuffer.PushMaterialGroup |
( |
string |
name | ) |
|
|
inline |
void GeometryBuffer.PushNormal |
( |
Vector3 |
v | ) |
|
|
inline |
void GeometryBuffer.PushObject |
( |
string |
name | ) |
|
|
inline |
void GeometryBuffer.PushUV |
( |
Vector2 |
v | ) |
|
|
inline |
void GeometryBuffer.PushVertex |
( |
Vector3 |
v | ) |
|
|
inline |
bool GeometryBuffer.ResolveLimit |
( |
| ) |
|
|
inline |
string [] GeometryBuffer.ReturnMaterialNames |
( |
| ) |
|
|
inline |
static void GeometryBuffer.TangentSolver |
( |
Mesh |
mesh | ) |
|
|
inlinestatic |
List<Vector3> GeometryBuffer.normals |
List<Vector2> GeometryBuffer.uvs |
List<Vector3> GeometryBuffer.vertices |
bool GeometryBuffer.hasNormals |
|
get |
bool GeometryBuffer.hasUVs |
|
get |
bool GeometryBuffer.isEmpty |
|
get |
int GeometryBuffer.numObjects |
|
get |
The documentation for this class was generated from the following file:
- KSP/Assets/Plugins/RuntimeImportLib-Alpha0.4/LoadHandlers/3DLoad/core/GeometryBuffer.cs