| 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] |
| GenerateCube(const grinliz::Rectangle3F &bounds) | lilith3d::SolidMesh | |
| GenerateSlab(float head, float tail, float width, const grinliz::Vector3F &dir, const grinliz::Vector3F &up) | lilith3d::SolidMesh | |
| GenerateSphere(float radius, int iterations) | lilith3d::SolidMesh | |
| GetShader() | lilith3d::Mesh | [inline] |
| ID() const | lilith3d::Mesh | [inline] |
| IntersectRay(int flags, const grinliz::Vector3F &point, const grinliz::Vector3F &dir, LilithObjectList *vec) | lilith3d::SolidMesh | [virtual] |
| Length() | lilith3d::SolidMesh | [inline] |
| 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] |
| SolidMesh() | lilith3d::SolidMesh | |
| Stencil() const | lilith3d::Mesh | [inline] |
| Type() const | lilith3d::Mesh | [inline] |
| UseIntersection(bool intersection) | lilith3d::SolidMesh | [inline] |
| Visible() const | lilith3d::Mesh | [inline] |
| ZRot() const | lilith3d::Mesh | |