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<H2><A HREF ="#DOC.DOCU" > <IMG BORDER=0 SRC=down.gif></A>    </H2>
<TABLE>
<TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBeing.html><B>csBeing</B></A> <br>
<I>
csCollider is a generic class</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBspPolygon.html><B>csBspPolygon</B></A> <br>
<I>
This class represents a polygon which can be inserted dynamically
in a BSP tree</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBspContainer.html><B>csBspContainer</B></A> <br>
<I>
A container for a bunch of BSP polygons</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCamera.html><B>csCamera</B></A> <br>
<I>
A camera positioned in the 3D world</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCBufferSpan.html><B>csCBufferSpan</B></A> <br>
<I>
A simple span in a CBuffer line</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCBufferLine.html><B>csCBufferLine</B></A> <br>
<I>
A line in the CBuffer</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCBuffer.html><B>csCBuffer</B></A> <br>
<I>
The CBuffer</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csColliderPointerObject.html><B>csColliderPointerObject</B></A> <br>
<I>
A csColliderPointerObject which contains a pointer to a Collider Object</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCollider.html><B>csCollider</B></A> <br>
<I></I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>interface  IEngineConfig  :  public  IConfig STDMETHOD </TD><TD><B>(SetOption)</B>(int id, csVariant* value)<br>
<I></I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>STDMETHOD </TD><TD><B>(GetOption)</B>(int id, csVariant* value)<br>
<I></I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>STDMETHOD </TD><TD><B>(GetNumberOptions)</B>(int& num)<br>
<I></I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>STDMETHOD </TD><TD><B>(GetOptionDescription)</B>(int idx, csOptionDescription* option)<br>
<I></I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csEngineConfig.html><B>csEngineConfig</B></A> <br>
<I>
Configurator object for the 3D engine</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCollection.html><B>csCollection</B></A> <br>
<I>
A collection object is for conveniance of the script language</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csColor.html><B>csColor</B></A> <br>
<I>
A class used to represent a color in RGB space</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csObjVector.html><B>csObjVector</B></A> <br>
<I>
csObjVector is a version of csVector which assumes its components
are csBase heirs</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csProgressMeter.html><B>csProgressMeter</B></A> <br>
<I>
The csProgressMeter class displays a simple percentage-style textual
progress meter</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csProgressPulse.html><B>csProgressPulse</B></A> <br>
<I>
The csProgressPulse class provides a simple twirling textual cursor built
out of the characters '-', '\', '|', and '/'</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSprite2D.html><B>csSprite2D</B></A> <br>
<I>
This class is a abstraction for simple 2D sprites</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csFrame.html><B>csFrame</B></A> <br>
<I>
A frame for 3D sprite animation</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSpriteAction.html><B>csSpriteAction</B></A> <br>
<I>
A Action frameset for a 3D sprite animation</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSpriteTemplate.html><B>csSpriteTemplate</B></A> <br>
<I>
A 3D sprite based on a triangle mesh with a single texture</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>typedef void </TD><TD><B>(csSpriteCallback)</B>(<!1><A HREF="csSprite3D.html">csSprite3D</A>* spr, <!1><A HREF="csRenderView.html">csRenderView</A>* rview)<br>
<I>A callback function for csSprite3D::Draw().</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSprite3D.html><B>csSprite3D</B></A> <br>
<I>
A 3D sprite based on a triangle mesh with a single texture</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csView.html><B>csView</B></A> <br>
<I>
The csView class encapsulates the top-level Crystal Space
renderer interface</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCurveVertex.html><B>csCurveVertex</B></A> <br>
<I>
Vertex resulting from a tesselated curve</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCurveTriangle.html><B>csCurveTriangle</B></A> <br>
<I>
Triangle resulting from a tesselated curve</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCurveTesselated.html><B>csCurveTesselated</B></A> <br>
<I>
Tesselated curve</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCurve.html><B>csCurve</B></A> <br>
<I>
This is an abstract class for all curves in Crystal Space</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csCurveTemplate.html><B>csCurveTemplate</B></A> <br>
<I>
A curve template</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBezierTemplate.html><B>csBezierTemplate</B></A> <br>
<I>
A specific curve implementation for Bezier curve template</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBezier.html><B>csBezier</B></A> <br>
<I>
A specific curve implementation for Bezier curves</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=Dumper.html><B>Dumper</B></A> <br>
<I>
This class knows how to dump debug information about several
other classes</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>typedef struct   long  </TD><TD><B>type</B><br>
<I>
This defines the parameters for the particular light states</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CLights.html><B>CLights</B></A> <br>
<I>
A uniform dynamic light</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csFog.html><B>csFog</B></A> <br>
<I>
Fog structure</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csHaloInformation.html><B>csHaloInformation</B></A> <br>
<I>This is used to keep track of halo information.</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csShadowMap.html><B>csShadowMap</B></A> <br>
<I>
This is a shadow-map for a pseudo-dynamic light</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csRGBLightMap.html><B>csRGBLightMap</B></A> <br>
<I>
A small class encapsulating an RGB lightmap</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLightMap.html><B>csLightMap</B></A> <br>
<I>
The static and all dynamic lightmaps for one or more mipmap-levels of a polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLibrary.html><B>csLibrary</B></A> <br>
<I>
A library is a collection of templates and other stuff</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_LIGHT_THINGSHADOWS.html><B>CS_LIGHT_THINGSHADOWS</B></A> <br>
<I>
If CS_LIGHT_THINGSHADOWS is set for a light then things will also
cast shadows</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_LIGHT_HALO.html><B>CS_LIGHT_HALO</B></A> <br>
<I>
If CS_LIGHT_HALO is set for a light then the light generates an additional halo</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLight.html><B>csLight</B></A> <br>
<I>
Superclass of all positional lights</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csStatLight.html><B>csStatLight</B></A> <br>
<I>
Class for a static light</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLightHitsSprite.html><B>csLightHitsSprite</B></A> <br>
<I>
A light-hits-sprite structure</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLightPatch.html><B>csLightPatch</B></A> <br>
<I>
A light patch</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csDynLight.html><B>csDynLight</B></A> <br>
<I>
Class for a dynamic light</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLightPatchPool.html><B>csLightPatchPool</B></A> <br>
<I>
This is an object pool which holds objects of type
csLightPatch</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygon2D.html><B>csPolygon2D</B></A> <br>
<I>
The following class represents a 2D polygon (the 2D coordinates are
perspective corrected coordinates)</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygon2DFactory.html><B>csPolygon2DFactory</B></A> <br>
<I>
Factory to create csPolygon2D objects</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>extern  void  </TD><TD><B>PreparePolygonFX</B>(G3DPolygonDPFX* g3dpoly, <!1><A HREF="csVector2.html">csVector2</A>* clipped_poly, int num_vertices, <!1><A HREF="csVector2.html">csVector2</A> *orig_triangle, bool gouraud)<br>
<I>
Prepare a filled in G3DPolygonDPFX structure for drawing via
g3d->DrawPolygonFX</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygon2DQueue.html><B>csPolygon2DQueue</B></A> <br>
<I>
A queue for polygon 2D objects to render at a later time</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_POLY_MIPMAP.html><B>CS_POLY_MIPMAP</B></A> <br>
<I>
If CS_POLY_MIPMAP is set for a polygon then mipmapping will be used</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_POLY_LIGHTING.html><B>CS_POLY_LIGHTING</B></A> <br>
<I>
If CS_POLY_LIGHTING is set for a polygon then the polygon will be lit</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_POLY_FLATSHADING.html><B>CS_POLY_FLATSHADING</B></A> <br>
<I>
If CS_POLY_FLATSHADING is set for a polygon then the polygon will not
be texture mapped but instead it will be flat shaded (possibly with gouraud)</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonLightInfo.html><B>csPolygonLightInfo</B></A> <br>
<I>
Structure containing lighting information valid
for all types of polygons</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonTextureType.html><B>csPolygonTextureType</B></A> <br>
<I>
Kind of texturing that is used for a 3D polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLightMapped.html><B>csLightMapped</B></A> <br>
<I>
Texture class for lightmapped polygons</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csGouraudShaded.html><B>csGouraudShaded</B></A> <br>
<I>
Lighting class for gouraud shaded polygons</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygon3D.html><B>csPolygon3D</B></A> <br>
<I>
This is our main 3D polygon class</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolyPlane.html><B>csPolyPlane</B></A> <br>
<I>
This class represents a texture plane</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonSetBBox.html><B>csPolygonSetBBox</B></A> <br>
<I>
This structure keeps the indices of the vertices which
define the bounding box of a csPolygonSet</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonSet.html><B>csPolygonSet</B></A> <br>
<I>
A PolygonSet class is a set of polygons (amazing, isn't it :-)
A PolygonSet describes a set of polygons that form a convex and
(probably) closed hull</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>#define </TD><TD><B>DEFAULT_SUBTEX_SIZE</B><br>
<I>The default sub-texture size.</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=H_MARGIN.html><B>H_MARGIN</B></A> <br>
<I>
Define a small (3 pixels) margin at the bottom and top of
the texture</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolyTexture.html><B>csPolyTexture</B></A> <br>
<I>
This class represents a lighted texture for a polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPortal.html><B>csPortal</B></A> <br>
<I>
This class represents a portal</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csRegion.html><B>csRegion</B></A> <br>
<I>
A region describes a place where you can be :-)
It is used as a superclass for csSectors and Landscape
regions</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>typedef void </TD><TD><B>(csDrawFunc)</B>(<!1><A HREF="csRenderView.html">csRenderView</A>* rview, int <!2><A HREF="#DOC.35">type</A>, void* entity)<br>
<I>A callback function for csWorld::DrawFunc().</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>typedef void </TD><TD><B>(csLightingFunc)</B>(<!1><A HREF="csLightView.html">csLightView</A>* lview, int <!2><A HREF="#DOC.35">type</A>, void* entity)<br>
<I>A callback function for csLight::LightingFunc().</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CALLBACK_POLYGON.html><B>CALLBACK_POLYGON</B></A> <br>
<I>
Flags for the callbacks called via csWorld::DrawFunc() or
csLight::LightingFunc()</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csFogInfo.html><B>csFogInfo</B></A> <br>
<I>
Information for vertex based fog</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csRenderView.html><B>csRenderView</B></A> <br>
<I>
This structure represents all information needed for drawing
a scene</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csShadowFrustrum.html><B>csShadowFrustrum</B></A> <br>
<I>
This class is a csFrustrum especially used for the lighting calculations</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csFrustrumList.html><B>csFrustrumList</B></A> <br>
<I>
A list of frustrums</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLightView.html><B>csLightView</B></A> <br>
<I>
This structure represents all information needed for static lighting</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSector.html><B>csSector</B></A> <br>
<I>
A sector is a convex hull of polygons</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSkeletonLimb.html><B>csSkeletonLimb</B></A> <br>
<I>
A limb in a skeletal system</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSkeletonConnection.html><B>csSkeletonConnection</B></A> <br>
<I>
A connection</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSkeleton.html><B>csSkeleton</B></A> <br>
<I>
The base skeleton class (or the 'body')</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSkeletonLimbState.html><B>csSkeletonLimbState</B></A> <br>
<I>
A limb in a skeletal system (state version, see csSkeletonState for
more information)</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSkeletonConnectionState.html><B>csSkeletonConnectionState</B></A> <br>
<I>
A connection (state version, see csSkeletonState for more information)</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSkeletonState.html><B>csSkeletonState</B></A> <br>
<I>
Skeleton state</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=Stats.html><B>Stats</B></A> <br>
<I>
Class containing statistics information for
the renderer</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=TextureTrans.html><B>TextureTrans</B></A> <br>
<I>
This is a static class which encapsulates a few functions
that can transform texture information into a texture matrix/vector</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTextureHandle.html><B>csTextureHandle</B></A> <br>
<I>
csTextureHandle represents a texture and its link
to the ITextureHandle as returned by ITextureManager</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTextureList.html><B>csTextureList</B></A> <br>
<I>
This class maintains all named textures and their
corresponding handles</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_ENTITY_CONVEX.html><B>CS_ENTITY_CONVEX</B></A> <br>
<I>
If CS_ENTITY_CONVEX is set then this entity is convex (what did
you expect :-)
This means the 3D engine can do various optimizations</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_ENTITY_MOVEABLE.html><B>CS_ENTITY_MOVEABLE</B></A> <br>
<I>
If CS_ENTITY_MOVEABLE is set then this entity can move</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csThing.html><B>csThing</B></A> <br>
<I>
A Thing is a polygonset just like a csSector</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csThingTemplate.html><B>csThingTemplate</B></A> <br>
<I>
This class represents a template for a Thing</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonTemplate.html><B>csPolygonTemplate</B></A> <br>
<I>
A csPolygonTemplate is used by a ThingTemplate to describe a
template for a polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif>typedef  ULong  </TD><TD><B>csTranCookie</B><br>
<I>
A cookie for the transformation manager</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csVertexArray.html><B>csVertexArray</B></A> <br>
<I>
An array of vertices</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTransformationManager.html><B>csTransformationManager</B></A> <br>
<I>
The transformation manager is responsible for maintaining all vertex
arrays of camera space coordinates for things, sectors, </I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTransformedSet.html><B>csTransformedSet</B></A> <br>
<I>
Every entity that is interested in having a set of transformed
camera vertices has to maintain an instance of this object</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTriangle.html><B>csTriangle</B></A> <br>
<I>
A triangle</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTriangleMesh.html><B>csTriangleMesh</B></A> <br>
<I>
A mesh of triangles</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTriangleVertex.html><B>csTriangleVertex</B></A> <br>
<I>
The representation of a vertex in a triangle mesh</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTriangleVertices.html><B>csTriangleVertices</B></A> <br>
<I>
A class which holds vertices and connectivity information for a triangle
mesh</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csLOD.html><B>csLOD</B></A> <br>
<I>
A static class which performs the calculation
of the best order to do the collapsing</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWfColor.html><B>csWfColor</B></A> <br>
<I>
A color for an object in a WireFrame</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWfObject.html><B>csWfObject</B></A> <br>
<I>
Object in a WireFrame</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWfVertex.html><B>csWfVertex</B></A> <br>
<I>
Vertex in a WireFrame</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWfLine.html><B>csWfLine</B></A> <br>
<I>
Line in a WireFrame</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWfPolygon.html><B>csWfPolygon</B></A> <br>
<I>
A polygon in a WireFrame</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWireFrame.html><B>csWireFrame</B></A> <br>
<I>
A WireFrame is a set of lines, vertices and polygons in 3D</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWireFrameCam.html><B>csWireFrameCam</B></A> <br>
<I>
A WireFrame associated with a camera</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_NLIGHT_SHADOWS.html><B>CS_NLIGHT_SHADOWS</B></A> <br>
<I>
Flag for GetNearbyLights()</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_NLIGHT_STATIC.html><B>CS_NLIGHT_STATIC</B></A> <br>
<I>
Flag for GetNearbyLights()</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_NLIGHT_DYNAMIC.html><B>CS_NLIGHT_DYNAMIC</B></A> <br>
<I>
Flag for GetNearbyLights()</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_NLIGHT_NEARBYSECTORS.html><B>CS_NLIGHT_NEARBYSECTORS</B></A> <br>
<I>
Flag for GetNearbyLights()</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csWorld.html><B>csWorld</B></A> <br>
<I>
The world! This class basicly represents the 3D engine</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csObject.html><B>csObject</B></A> <br>
<I>
A generic csObject class</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csDataObject.html><B>csDataObject</B></A> <br>
<I>
A generic data object</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csIdType.html><B>csIdType</B></A> <br>
<I>
A class that represents the dynamic type of an object</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csIdFunc.html><B>csIdFunc</B></A> <br>
<I>
A static class with static member functions, for manipulating csIdType</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CSOBJTYPE.html><B>CSOBJTYPE</B></A> <br>
<I>
Function declarations for a psuedoRTTI class</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CSOBJTYPE_IMPL.html><B>CSOBJTYPE_IMPL</B></A> <br>
<I>
The function implementations for a psuedoRTTI class</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csNameObject.html><B>csNameObject</B></A> <br>
<I>
A csObject which contains a name</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csObjTree.html><B>csObjTree</B></A> <br>
<I>
A tree of csObjects, used internally by the csObject class</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPObject.html><B>csPObject</B></A> <br>
<I>
A csObject which maintains a reference to the parent csObject</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csObjIterator.html><B>csObjIterator</B></A> <br>
<I>
An iterator for a node in a csObject tree</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBspNode.html><B>csBspNode</B></A> <br>
<I>
A BSP node</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBspVisitFunc.html><B>(csBspVisitFunc)</B></A> <br>
<I>
Visit a node in the BSP tree</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBspTree.html><B>csBspTree</B></A> <br>
<I>
The BSP tree</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csRect.html><B>csRect</B></A> <br>
<I>
Rectangle class: simple class for manipulating 2D rectangles</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csFrustrum.html><B>csFrustrum</B></A> <br>
<I>
A frustrum</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csVector2.html><B>csVector2</B></A> <br>
<I>
A 2D vector</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=CS_BOUNDINGBOX_MAXVALUE.html><B>CS_BOUNDINGBOX_MAXVALUE</B></A> <br>
<I>
The maximum value that a coordinate in the bounding box can use</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBox.html><B>csBox</B></A> <br>
<I>
A bounding box in 2D space</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csMath2.html><B>csMath2</B></A> <br>
<I>
Various functions in 2D, such as 2D vector functions</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csIntersect2.html><B>csIntersect2</B></A> <br>
<I>
Some functions to perform various intersection calculations with 2D
line segments</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csVector3.html><B>csVector3</B></A> <br>
<I>
A 3D vector</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csMatrix3.html><B>csMatrix3</B></A> <br>
<I>
A 3x3 matrix</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csXRotMatrix3.html><B>csXRotMatrix3</B></A> <br>
<I>An instance of csMatrix3 that is initialized as a rotation about X</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csYRotMatrix3.html><B>csYRotMatrix3</B></A> <br>
<I>An instance of csMatrix3 that is initialized as a rotation about Y</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csZRotMatrix3.html><B>csZRotMatrix3</B></A> <br>
<I>An instance of csMatrix3 that is initialized as a rotation about Z</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPlane.html><B>csPlane</B></A> <br>
<I>
A plane in 3D space</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csMath3.html><B>csMath3</B></A> <br>
<I>
Various assorted 3D mathematical functions</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csSquaredDist.html><B>csSquaredDist</B></A> <br>
<I>
Some functions to perform squared distance calculations</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csIntersect3.html><B>csIntersect3</B></A> <br>
<I>
Some functions to perform various intersection calculations with 3D
line segments</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPoly2D.html><B>csPoly2D</B></A> <br>
<I>
The following class represents a general 2D polygon with
a bounding box</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPoly2DFactory.html><B>csPoly2DFactory</B></A> <br>
<I>
This factory is responsible for creating csPoly2D objects or subclasses
of csPoly2D</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPoly3D.html><B>csPoly3D</B></A> <br>
<I>
The following class represents a general 3D polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csVector3Array.html><B>csVector3Array</B></A> <br>
<I>
This is actually the same class as csPoly3D</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csClipper.html><B>csClipper</B></A> <br>
<I>
The csClipper class is an abstract parent to all 2D clipping objects</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csBoxClipper.html><B>csBoxClipper</B></A> <br>
<I>
The csBoxClipper class is able to clip convex polygons to a rectangle
(such as the screen)</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonClipper.html><B>csPolygonClipper</B></A> <br>
<I>
The csPolygonClipper class can be used for clipping any convex polygon
with any other polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolyIndexed.html><B>csPolyIndexed</B></A> <br>
<I>
The following class represents a general polygon</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonParentInt.html><B>csPolygonParentInt</B></A> <br>
<I>
The 'interface' class for the parent of a set of polygons</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPolygonInt.html><B>csPolygonInt</B></A> <br>
<I>
This class indicates what methods a class should use in order
to be a 'polygon'</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csPoly2DPool.html><B>csPoly2DPool</B></A> <br>
<I>
This is an object pool which holds objects of type
csPolygon2D</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csTransform.html><B>csTransform</B></A> <br>
<I>
A class which defines a transformation from one coordinate system to
another</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csReversibleTransform.html><B>csReversibleTransform</B></A> <br>
<I>
A class which defines a reversible transformation from one coordinate
system to another by maintaining an inverse transformation matrix</I>
</TD></TR><TR><TD VALIGN=top><IMG BORDER=0 SRC=icon1.gif> </TD><TD><A HREF=csOrthoTransform.html><B>csOrthoTransform</B></A> <br>
<I>
A class which defines a reversible transformation from one coordinate
system to another by maintaining an inverse transformation matrix</I>
</TD></TR>
</TABLE>
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