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          <td class="md" nowrap valign="top">const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>size</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds a 3D block to a <a class="el" href="classvtMesh.html">vtMesh</a> as a series of 5 triangle fan primitives. The bottom face is omitted, the base is placed at y=0, and texture coordinates are provided such that texture bitmaps appear right-side-up on the side faces.     </td>  </tr></table><a class="anchor" name="98838d1c783d8f5a8ef4ffe2912434c6"></a><!-- doxytag: member="vtMeshBase::CreatePrism" ref="98838d1c783d8f5a8ef4ffe2912434c6" args="(const FPoint3 &amp;base, const FPoint3 &amp;vector_up, const FPoint2 &amp;size1, const FPoint2 &amp;size2)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreatePrism           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>base</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint3.html">FPoint3</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>vector_up</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint2.html">FPoint2</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>size1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint2.html">FPoint2</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>size2</em></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds a 3D block (extruded rectangle) to a <a class="el" href="classvtMesh.html">vtMesh</a> as a series of 5 triangle fan primitives. The bottom face is omitted, the base is placed at /base/, the extrusion is along /vector_up/. Texture coordinates are provided such that texture bitmaps appear right-side-up on the side faces.     </td>  </tr></table><a class="anchor" name="73d52b13d806818dd8ded291f7086004"></a><!-- doxytag: member="vtMeshBase::CreateRectangle" ref="73d52b13d806818dd8ded291f7086004" args="(int iQuads1, int iQuads2, int Axis1, int Axis2, int Axis3, const FPoint2 &amp;min1, const FPoint2 &amp;max1, float fLevel, float fTiling)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateRectangle           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">int&nbsp;</td>          <td class="mdname" nowrap> <em>iQuads1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>iQuads2</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>Axis1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>Axis2</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>Axis3</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint2.html">FPoint2</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>min1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFPoint2.html">FPoint2</a> &amp;&nbsp;</td>          <td class="mdname" nowrap> <em>max1</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>float&nbsp;</td>          <td class="mdname" nowrap> <em>fLevel</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>float&nbsp;</td>          <td class="mdname" nowrap> <em>fTiling</em></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds an rectangular surface to this mesh. The rectangle will lie in the first two axes given, facing toward the third. Axes can be specified by number. For example, to produce a rectangle in the XZ plane facing along the Y axis, you would pass 0, 2, 1.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>iQuads1</em>&nbsp;</td><td>The number of quads along the first axis. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>iQuads2</em>&nbsp;</td><td>The number of quads along the second axis. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>Axis1</em>&nbsp;</td><td>The first axis (X=0, Y=1, Z=2) </td></tr>    <tr><td valign="top"></td><td valign="top"><em>Axis2</em>&nbsp;</td><td>The second axis (X=0, Y=1, Z=2) </td></tr>    <tr><td valign="top"></td><td valign="top"><em>Axis3</em>&nbsp;</td><td>The third axis (X=0, Y=1, Z=2) </td></tr>    <tr><td valign="top"></td><td valign="top"><em>min1</em>&nbsp;</td><td>The lower-left-hand corner of the rectangle's position </td></tr>    <tr><td valign="top"></td><td valign="top"><em>max1</em>&nbsp;</td><td>The size of the rectangle. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>fLevel</em>&nbsp;</td><td>The value of the rectangle on the third axis. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>fTiling</em>&nbsp;</td><td>UV tiling. Set to 1 for UV coordinate of O..1. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="b10140c9a012354e43a17cb07c3e1d96"></a><!-- doxytag: member="vtMeshBase::CreateRectangularMesh" ref="b10140c9a012354e43a17cb07c3e1d96" args="(int xsize, int ysize, bool bReverseNormals=false)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::CreateRectangularMesh           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">int&nbsp;</td>          <td class="mdname" nowrap> <em>xsize</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>int&nbsp;</td>          <td class="mdname" nowrap> <em>ysize</em>, </td>        </tr>        <tr>          <td class="md" nowrap align="right"></td>          <td class="md"></td>          <td class="md" nowrap>bool&nbsp;</td>          <td class="mdname" nowrap> <em>bReverseNormals</em> = <code>false</code></td>        </tr>        <tr>          <td class="md"></td>          <td class="md">)&nbsp;</td>          <td class="md" colspan="2"></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Adds triangle/quad strips to this mesh, suitable for a (topologically) rectangular grid.<p><dl compact><dt><b>Parameters:</b></dt><dd>  <table border="0" cellspacing="2" cellpadding="0">    <tr><td valign="top"></td><td valign="top"><em>xsize</em>&nbsp;</td><td>Number of vertices in the first dimension. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>ysize</em>&nbsp;</td><td>Number of vertices in the second dimension. </td></tr>    <tr><td valign="top"></td><td valign="top"><em>bReverseNormals</em>&nbsp;</td><td>Reverse the vertex order so the normals point the other way. </td></tr>  </table></dl>    </td>  </tr></table><a class="anchor" name="3fdf2d6cd1b239b9a8379ee2377b1ba8"></a><!-- doxytag: member="vtMeshBase::GetBoundBox" ref="3fdf2d6cd1b239b9a8379ee2377b1ba8" args="(FBox3 &amp;box) const " --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::GetBoundBox           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top"><a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFBox3.html">FBox3</a> &amp;&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>box</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap> const<code> [virtual]</code></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Computes the bounding box of the mesh, based on the extent of its vertices. Result is placed in the 'box' parameter. If there are no vertices, then 'box' is unchanged. <p>Reimplemented in <a class="el" href="classvtMesh.html#3fdf2d6cd1b239b9a8379ee2377b1ba8">vtMesh</a>.    </td>  </tr></table><a class="anchor" name="074d748d9df07a76ab22dd2791215ef6"></a><!-- doxytag: member="vtMeshBase::TransformVertices" ref="074d748d9df07a76ab22dd2791215ef6" args="(const FMatrix4 &amp;mat)" --><p><table class="mdTable" cellpadding="2" cellspacing="0">  <tr>    <td class="mdRow">      <table cellpadding="0" cellspacing="0" border="0">        <tr>          <td class="md" nowrap valign="top">void vtMeshBase::TransformVertices           </td>          <td class="md" valign="top">(&nbsp;</td>          <td class="md" nowrap valign="top">const <a class="elRef" doxygen="vtdata.tag:../vtdata/" href="../vtdata/classFMatrix4.html">FMatrix4</a> &amp;&nbsp;</td>          <td class="mdname1" valign="top" nowrap> <em>mat</em>          </td>          <td class="md" valign="top">&nbsp;)&nbsp;</td>          <td class="md" nowrap></td>        </tr>      </table>    </td>  </tr></table><table cellspacing="5" cellpadding="0" border="0">  <tr>    <td>      &nbsp;    </td>    <td><p>Transform all the vertices of the mesh by the indicated matrix.     </td>  </tr></table><hr size="1"><address style="align: right;"><small>Generated on Mon Jan 14 14:41:01 2008 for vtlib library by&nbsp;<a href="http://www.doxygen.org/index.html"><img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.4.5 </small></address></body></html>

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