| additiveBlend() const | makVrv::DtWeatherEffect | virtual |
| bindDynamicMeshGroupData(MeshGroup *meshGroup, osg::RenderInfo &renderInfo) const | makVrv::DtWeatherEffect | protectedvirtual |
| bindMeshGroupData(MeshGroup *meshGroup, osg::RenderInfo &renderInfo) const | makVrv::DtWeatherEffect | protectedvirtual |
| bindVaoToMeshGroup(GLuint vao, MeshGroup *meshGroup, osg::RenderInfo &renderInfo) const | makVrv::DtWeatherEffect | protectedvirtual |
| clampPosition(osg::Vec3d &position, osg::Vec3 &normal, const osg::Vec3 &up) | makVrv::DtWeatherEffect | protected |
| computeBlendControl(const BlendData &data, float blendPos) const | makVrv::DtWeatherEffect | protectedvirtual |
| computeRandomMinMax(float fMin, float fMax) | makVrv::DtWeatherEffect | protected |
| computeRandomPointInRadius(osg::Vec2 &point, float radius) | makVrv::DtWeatherEffect | protected |
| computeSortDepth(const osg::Vec3 &reference) | makVrv::DtWeatherEffect | protectedvirtual |
| crossProduct(const osg::Vec3 &v0, const osg::Vec3 &v1) | makVrv::DtWeatherEffect | protected |
| cullUpdate(const osg::Vec3d &camPos, const osg::Matrixd &basis, DtJobSplitter *jobSplitter) | makVrv::DtWeatherEffect | virtual |
| depthSoftness() const | makVrv::DtWeatherEffect | virtual |
| dragCoefficient() const | makVrv::DtWeatherEffect | virtual |
| draw(DtWeatherEffect::DrawData &drawData, const osg::Vec3 &baseColor) const | makVrv::DtWeatherEffect | virtual |
| DtWeatherEffect(makVrv::DtDe &de) | makVrv::DtWeatherEffect | |
| DtWeatherEffect() | makVrv::DtWeatherEffect | private |
| DtWeatherEffect(const DtWeatherEffect &other) | makVrv::DtWeatherEffect | private |
| EffectType enum name | makVrv::DtWeatherEffect | |
| EffectTypeParticle enum value | makVrv::DtWeatherEffect | |
| EffectTypePrecipitation enum value | makVrv::DtWeatherEffect | |
| fillSortedParticles() | makVrv::DtWeatherEffect | protectedvirtual |
| freeParticle(Particle *particle) | makVrv::DtWeatherEffect | protected |
| getFreeParticle(void) | makVrv::DtWeatherEffect | protected |
| init(int particleCount, float particleSize, float radius, EffectType type) | makVrv::DtWeatherEffect | virtual |
| myAdditiveBlend | makVrv::DtWeatherEffect | protected |
| myBasisDirty | makVrv::DtWeatherEffect | protected |
| myBasisPos | makVrv::DtWeatherEffect | protected |
| myBasisRot | makVrv::DtWeatherEffect | protected |
| myBlendFunc | makVrv::DtWeatherEffect | protected |
| myCameraStreak | makVrv::DtWeatherEffect | protected |
| myColorMult | makVrv::DtWeatherEffect | protected |
| myDe | makVrv::DtWeatherEffect | protected |
| myDepthSoftness | makVrv::DtWeatherEffect | protected |
| myDragCoefficient | makVrv::DtWeatherEffect | protected |
| myEffectFade | makVrv::DtWeatherEffect | protected |
| myEffectType | makVrv::DtWeatherEffect | protected |
| myFadeByIntensity | makVrv::DtWeatherEffect | protected |
| myFadeByWind | makVrv::DtWeatherEffect | protected |
| myInitRotationRad | makVrv::DtWeatherEffect | protected |
| myIntensity | makVrv::DtWeatherEffect | protected |
| myLastBasisPos | makVrv::DtWeatherEffect | protected |
| myMeshGroup | makVrv::DtWeatherEffect | protected |
| myParticleActiveCount | makVrv::DtWeatherEffect | protected |
| myParticleMemoryPoolCount | makVrv::DtWeatherEffect | protected |
| myParticlesActive | makVrv::DtWeatherEffect | protected |
| myParticlesByIntensity | makVrv::DtWeatherEffect | protected |
| myParticlesFree | makVrv::DtWeatherEffect | protected |
| myParticleSize | makVrv::DtWeatherEffect | protected |
| myParticlesMemoryPool | makVrv::DtWeatherEffect | protected |
| myRadius | makVrv::DtWeatherEffect | protected |
| myRandomNumberGen | makVrv::DtWeatherEffect | protected |
| myRenderList | makVrv::DtWeatherEffect | protected |
| myRenderParticleCount | makVrv::DtWeatherEffect | protected |
| myScroll | makVrv::DtWeatherEffect | protected |
| mySimulationUpdateJob | makVrv::DtWeatherEffect | protected |
| mySimulationUpdateJobData | makVrv::DtWeatherEffect | protected |
| mySortEnable | makVrv::DtWeatherEffect | protected |
| mySortJob | makVrv::DtWeatherEffect | protected |
| mySortJobData | makVrv::DtWeatherEffect | protected |
| myStreak | makVrv::DtWeatherEffect | protected |
| myStreakAdjustment | makVrv::DtWeatherEffect | protected |
| mySurfaceHitTimer | makVrv::DtWeatherEffect | protected |
| mySurfaceHitType | makVrv::DtWeatherEffect | protected |
| myTextureAtlasCol | makVrv::DtWeatherEffect | protected |
| myTextureAtlasCols | makVrv::DtWeatherEffect | protected |
| myTextureAtlasRow | makVrv::DtWeatherEffect | protected |
| myTextureAtlasRows | makVrv::DtWeatherEffect | protected |
| myVaoManager | makVrv::DtWeatherEffect | protected |
| myVelocity | makVrv::DtWeatherEffect | protected |
| myWindDirectionRad | makVrv::DtWeatherEffect | protected |
| myWindLiftMultiplier | makVrv::DtWeatherEffect | protected |
| myWindSpeedMps | makVrv::DtWeatherEffect | protected |
| myWindSpeedMultiplier | makVrv::DtWeatherEffect | protected |
| myWindTurbulence | makVrv::DtWeatherEffect | protected |
| operator=(const DtWeatherEffect &other) | makVrv::DtWeatherEffect | private |
| postSimulationUpdate(float timeStep, double currentTime) | makVrv::DtWeatherEffect | virtual |
| radius() const | makVrv::DtWeatherEffect | virtual |
| releaseGLObjects(osg::State *state) const | makVrv::DtWeatherEffect | virtual |
| runSimulationUpdateJob(float timeStep, double currentTime) | makVrv::DtWeatherEffect | protectedvirtual |
| runSort(const osg::Vec3 &localCamPos) | makVrv::DtWeatherEffect | virtual |
| setAdditiveBlend(bool enable) | makVrv::DtWeatherEffect | virtual |
| setCameraStreakEnable(bool enable) | makVrv::DtWeatherEffect | virtual |
| setColorMult(float r, float g, float b) | makVrv::DtWeatherEffect | virtual |
| setDepthSoftness(float softness) | makVrv::DtWeatherEffect | virtual |
| setDragCoefficient(float coefficient) | makVrv::DtWeatherEffect | virtual |
| setEffectFade(float fade) | makVrv::DtWeatherEffect | virtual |
| setFadePerIntensity(float fadeMin, float fadeMax, float intensityMin, float intensityMax) | makVrv::DtWeatherEffect | virtual |
| setFadePerWind(float fadeMin, float fadeMax, float windMin, float windMax) | makVrv::DtWeatherEffect | virtual |
| setInitRotationVariation(float rotationDeg) | makVrv::DtWeatherEffect | virtual |
| setIntensity(float intensity) | makVrv::DtWeatherEffect | virtual |
| setParticlesPerIntensity(float percentMin, float percentMax, float intensityMin, float intensityMax) | makVrv::DtWeatherEffect | virtual |
| setSortEnable(bool enable) | makVrv::DtWeatherEffect | virtual |
| setStreak(float multiplier) | makVrv::DtWeatherEffect | virtual |
| setSurfaceHitType(SurfaceHitType type) | makVrv::DtWeatherEffect | virtual |
| setTextureAtlasCell(unsigned char numColumns, unsigned char numRows, unsigned char col, unsigned char row) | makVrv::DtWeatherEffect | virtual |
| setVelocity(float x, float y, float z) | makVrv::DtWeatherEffect | virtual |
| setWind(float windDirectionRad, float windSpeedMps) | makVrv::DtWeatherEffect | virtual |
| setWindLiftMultiplier(float multiplier) | makVrv::DtWeatherEffect | virtual |
| setWindSpeedMultiplier(float multiplier) | makVrv::DtWeatherEffect | virtual |
| setWindTurbulence(float multiplier) | makVrv::DtWeatherEffect | virtual |
| simulateParticles(float timeStep, double currentTime, osg::Vec3d &basisPosChange) | makVrv::DtWeatherEffect | protectedvirtual |
| simulatePrecipitationParticles(float timeStep, double currentTime) | makVrv::DtWeatherEffect | protectedvirtual |
| simulationUpdate(float timeStep, double currentTime, DtJobSplitter *jobSplitter) | makVrv::DtWeatherEffect | virtual |
| sortEnable() const | makVrv::DtWeatherEffect | virtual |
| spawnHailParticle(const osg::Vec3d &position, const osg::Vec3 &normal, bool usePhysics) | makVrv::DtWeatherEffect | protected |
| SurfaceHitType enum name | makVrv::DtWeatherEffect | |
| SurfaceHitTypeHail enum value | makVrv::DtWeatherEffect | |
| SurfaceHitTypeNone enum value | makVrv::DtWeatherEffect | |
| theSimulationUpdateJob(void *data) | makVrv::DtWeatherEffect | privatestatic |
| theSortBackToFront(const void *arg0, const void *arg1) | makVrv::DtWeatherEffect | privatestatic |
| theSortJob(void *data) | makVrv::DtWeatherEffect | privatestatic |
| updateHailSurfaceHit(float timeStep) | makVrv::DtWeatherEffect | protectedvirtual |
| wrapPosition(float &posX, float &posY, float &posZ) | makVrv::DtWeatherEffect | protected |
| ~DtWeatherEffect() | makVrv::DtWeatherEffect | virtual |