| clearMeshLod() | eve::graphics::Renderable3D | |
| clearParts() | eve::graphics::Renderable3D | |
| getCastOcclusion() | eve::graphics::Renderable3D | |
| getHair() | eve::graphics::Renderable3D | |
| getMaterial() | eve::graphics::Renderable3D | |
| getMeshLodCount() | eve::graphics::Renderable3D | |
| getMeshLodLevelAtDistance(float distance) | eve::graphics::Renderable3D | |
| getParallaxMaxLayers() | eve::graphics::Renderable3D | |
| getParallaxMinLayers() | eve::graphics::Renderable3D | |
| getParallaxScale() | eve::graphics::Renderable3D | |
| getPartCount() | eve::graphics::Renderable3D | |
| getPartMaterial(int index) | eve::graphics::Renderable3D | |
| getPartMesh(int index) | eve::graphics::Renderable3D | |
| getPartName(int index) | eve::graphics::Renderable3D | |
| getTexCellBombRotation() | eve::graphics::Renderable3D | |
| getTexCellBombScale() | eve::graphics::Renderable3D | |
| getTexCellBombStrength() | eve::graphics::Renderable3D | |
| getXRayHighlight() | eve::graphics::Renderable3D | |
| getXRayShader() | eve::graphics::Renderable3D | |
| getYaw() | eve::graphics::Renderable3D | |
| release() override | eve::graphics::Renderable3D | inline |
| setCamera(Camera3D *camera) | eve::graphics::Renderable3D | |
| setCastOcclusion(bool cast) | eve::graphics::Renderable3D | |
| setCastShadow(bool cast) | eve::graphics::Renderable3D | |
| setHair(bool hair) | eve::graphics::Renderable3D | |
| setHeightTexture(Texture *texture) | eve::graphics::Renderable3D | |
| setMaterial(Material *material) | eve::graphics::Renderable3D | |
| setMesh(Mesh *mesh) | eve::graphics::Renderable3D | |
| setMeshLod(int index, Mesh *mesh, float switchDistance=0.f) | eve::graphics::Renderable3D | |
| setMetallic(float metallic) | eve::graphics::Renderable3D | |
| setNormalTexture(Texture *texture) | eve::graphics::Renderable3D | |
| setParallax(float scale, float minLayers=8.f, float maxLayers=32.f) | eve::graphics::Renderable3D | |
| setPart(int index, const std::string &name, Mesh *mesh, Material *material) | eve::graphics::Renderable3D | |
| setPosition(float x, float y, float z) | eve::graphics::Renderable3D | |
| setReceiveLight(bool receive) | eve::graphics::Renderable3D | |
| setReceiveShadow(bool receive) | eve::graphics::Renderable3D | |
| setRotation(float yaw, float pitch, float roll) | eve::graphics::Renderable3D | |
| setRoughness(float roughness) | eve::graphics::Renderable3D | |
| setScale(float sx, float sy, float sz) | eve::graphics::Renderable3D | |
| setShader(Shader *shader) | eve::graphics::Renderable3D | |
| setTexCellBomb(float cellScale, float strength, float rotAmount=1.f) | eve::graphics::Renderable3D | |
| setTexture(Texture *texture) | eve::graphics::Renderable3D | |
| setTint(float r, float g, float b, float a=1.f) | eve::graphics::Renderable3D | |
| setVisible(bool visible) | eve::graphics::Renderable3D | |
| setXRayHighlight(bool on) | eve::graphics::Renderable3D | |
| setXRayShader(Shader *shader) | eve::graphics::Renderable3D | |
| setYaw(float yaw) | eve::graphics::Renderable3D | |