lux::Quadrilateral Member List

This is the complete list of members for lux::Quadrilateral, including all inherited members.
Area() const lux::Quadrilateral [virtual]
CanIntersect() const lux::Shape [inline, virtual]
CanSample() const lux::Shape [inline, virtual]
GetMaterial() const lux::Shape [inline]
GetShadingGeometry(const Transform &obj2world, const DifferentialGeometry &dg, DifferentialGeometry *dgShading) const lux::Shape [inline, virtual]
GetUVs(float uv[4][2]) const lux::Quadrilateral [inline]
idxlux::Quadrilateral [private]
Intersect(const Ray &ray, float *tHit, DifferentialGeometry *dg) const lux::Quadrilateral [virtual]
lux::Shape::Intersect(const Ray &r, Intersection *isect) const lux::Shape [inline, virtual]
IntersectP(const Ray &ray) const lux::Quadrilateral [virtual]
materiallux::Shape [protected]
meshlux::Quadrilateral [private]
ObjectBound() const lux::Quadrilateral [virtual]
ObjectToWorldlux::Shape
Pdf(const Point &p) const lux::Primitive [virtual]
Pdf(const Point &p, const Vector &wi) const lux::Primitive [virtual]
Pdf(const Point &p, const Point &po) const lux::Primitive [virtual]
Quadrilateral(const Transform &o2w, bool ro, QuadMesh *m, int *indices)lux::Quadrilateral
Refine(vector< boost::shared_ptr< Primitive > > &refined, const PrimitiveRefinementHints &refineHints, boost::shared_ptr< Primitive > thisPtr)lux::Shape [inline, virtual]
Refine(vector< boost::shared_ptr< Shape > > &refined) const lux::Shape [inline, virtual]
reverseOrientationlux::Shape
Sample(float u1, float u2, float u3, Normal *Ns) const lux::Quadrilateral [inline, virtual]
lux::Shape::Sample(float u1, float u2, float u3, DifferentialGeometry *dg) const lux::Shape [inline, virtual]
lux::Shape::Sample(const Point &p, float u1, float u2, float u3, DifferentialGeometry *dg) const lux::Shape [inline, virtual]
lux::Shape::Sample(const Point &p, float u1, float u2, float u3, Normal *Ns) const lux::Shape [inline, virtual]
SetMaterial(boost::shared_ptr< Material > mat)lux::Shape [inline]
Shape(const Transform &o2w, bool ro)lux::Shape
Shape(const Transform &o2w, bool ro, boost::shared_ptr< Material > material)lux::Shape
transformSwapsHandednesslux::Shape
WorldBound() const lux::Quadrilateral [virtual]
WorldToObjectlux::Shape
~Primitive()lux::Primitive [virtual]
~Quadrilateral()lux::Quadrilateral [virtual]
~Shape()lux::Shape [inline, virtual]
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