| AABB() const | lilith3d::Mesh | [inline] |
| AABBWithShadow() const | lilith3d::Mesh | [inline] |
| Alpha() const | lilith3d::Mesh | [inline] |
| AttachedToTerrain() const | lilith3d::Mesh | [inline] |
| AttachToTerrain(bool attach) | lilith3d::Mesh | [inline] |
| Color() const | lilith3d::Mesh | [inline] |
| GetAnimatedResource() const | lilith3d::AnimatedMesh | [inline] |
| GetShader() | lilith3d::Mesh | [inline] |
| ID() const | lilith3d::Mesh | [inline] |
| IntersectRay(int flags, const grinliz::Vector3F &point, const grinliz::Vector3F &dir, LilithObjectList *vec)=0 | lilith3d::AnimatedMesh | [pure virtual] |
| Pos() const | lilith3d::Mesh | [inline] |
| Resource() const | lilith3d::Mesh | [inline] |
| Rotation() const | lilith3d::Mesh | [inline] |
| SetAlpha(float _alpha) | lilith3d::Mesh | [inline, virtual] |
| SetColor(const grinliz::Color3F &c) | lilith3d::Mesh | [inline] |
| SetPos(const grinliz::Vector3F &pos, float z) | lilith3d::Mesh | |
| SetPos(const grinliz::Vector3F &pos, const grinliz::Quaternion &quat) | lilith3d::Mesh | |
| SetPos(const grinliz::Vector3F &pos) | lilith3d::Mesh | |
| SetPos(float x, float y, float z) | lilith3d::Mesh | |
| SetPos(const grinliz::Vector3F &_pos, const grinliz::Matrix4 &_rotation) | lilith3d::Mesh | [inline] |
| SetShader(const Shader *_shader) | lilith3d::Mesh | [inline] |
| SetStencil(bool _stencil) | lilith3d::Mesh | [inline] |
| SetVisible(bool _visible) | lilith3d::Mesh | [inline] |
| StandingOn(const grinliz::Vector3F &location, LilithObject *object) | lilith3d::AnimatedMesh | [static] |
| Stencil() const | lilith3d::Mesh | [inline] |
| Type() const | lilith3d::Mesh | [inline] |
| Visible() const | lilith3d::Mesh | [inline] |
| ZRot() const | lilith3d::Mesh | |