lux::MeshQuadrilateral Member List

This is the complete list of members for lux::MeshQuadrilateral, including all inherited members.
Area() const lux::MeshQuadrilateral [virtual]
CanIntersect() const lux::MeshQuadrilateral [inline, virtual]
CanSample() const lux::MeshQuadrilateral [inline, virtual]
ComputeV11BarycentricCoords(const Vector &e01, const Vector &e02, const Vector &e03, float *a11, float *b11)lux::MeshQuadrilateral [private, static]
GetShadingGeometry(const Transform &obj2world, const DifferentialGeometry &dg, DifferentialGeometry *dgShading) const lux::MeshQuadrilateral [virtual]
GetUVs(float uv[4][2]) const lux::MeshQuadrilateral [inline, private]
idxlux::MeshQuadrilateral [private]
Intersect(const Ray &ray, Intersection *isect) const lux::MeshQuadrilateral [virtual]
IntersectP(const Ray &ray) const lux::MeshQuadrilateral [virtual]
IsConvex(const Point &p0, const Point &p1, const Point &p2, const Point &p3)lux::MeshQuadrilateral [static]
IsDegenerate(const Point &p0, const Point &p1, const Point &p2, const Point &p3)lux::MeshQuadrilateral [static]
isDegenerate() const lux::MeshQuadrilateral [inline]
IsPlanar(const Point &p0, const Point &p1, const Point &p2, const Point &p3)lux::MeshQuadrilateral [static]
MajorAxis(const Vector &v)lux::MeshQuadrilateral [private, static]
meshlux::MeshQuadrilateral [private]
MeshQuadrilateral(const Mesh *m, int n)lux::MeshQuadrilateral
ObjectBound() const lux::MeshQuadrilateral [virtual]
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]
Refine(vector< boost::shared_ptr< Primitive > > &refined, const PrimitiveRefinementHints &refineHints, boost::shared_ptr< Primitive > thisPtr)lux::Primitive [virtual]
Sample(float u1, float u2, float u3, DifferentialGeometry *dg) const lux::MeshQuadrilateral [inline, virtual]
lux::Primitive::Sample(const Point &p, float u1, float u2, float u3, DifferentialGeometry *dg) const lux::Primitive [virtual]
WorldBound() const lux::MeshQuadrilateral [virtual]
~MeshQuadrilateral()lux::MeshQuadrilateral [inline, virtual]
~Primitive()lux::Primitive [virtual]
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