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Leap.Unity.GraphicalRenderer.LeapBakedRenderer Member List

This is the complete list of members for Leap.Unity.GraphicalRenderer.LeapBakedRenderer, including all inherited members.

_blendShapeAmountsLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_blendShapeFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_colorChannelFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_customColorChannelDataLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_customFloatChannelDataLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_customMatrixChannelDataLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_customVectorChannelDataLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_doesRequireColorsLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_doesRequireNormalsLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_doesRequireVertInfoLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_floatChannelFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_generationLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_materialLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_matrixChannelFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_meshesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_packedTexturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_requiredUvChannelsLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_shaderLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_spriteFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_spriteTextureBlockLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_textureFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_tintColorsLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_tintFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
_vectorChannelFeaturesLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
ASSET_PATHLeap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >static
beginMesh(Mesh mesh=null)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
BLEND_SHAPE_AMOUNTS_PROPERTYLeap.Unity.GraphicalRenderer.LeapMesherBaseprotectedstatic
blendShapeDelta(Vector3 shapeVert, Vector3 originalVert)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
buildBlendShapes(LeapBlendShapeData blendShapeData)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
buildColors()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
buildGraphic()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
buildMesh()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
buildTopology()Leap.Unity.GraphicalRenderer.LeapBakedRendererprotectedvirtual
buildUvs(UVChannelFlags channel)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
buildVertInfo()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
COLORS_FEATURELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
CUSTOM_CHANNEL_KEYWORDLeap.Unity.GraphicalRenderer.LeapMesherBasestatic
DATA_FOLDER_NAMELeap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >static
DEFAULT_SHADERLeap.Unity.GraphicalRenderer.LeapBakedRendererstatic
doesRequireMeshColors()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
doesRequireMeshNormals()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
doesRequireUvChannel(UVChannelFlags channel)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
doesRequireVertInfo()Leap.Unity.GraphicalRenderer.LeapBakedRendererprotectedvirtual
drawMesh(Mesh mesh, Matrix4x4 transform)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotected
enabledUvChannelsLeap.Unity.GraphicalRenderer.LeapMesherBaseprotected
extractSpriteRects()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
finishAndAddMesh(bool deleteEmptyMeshes=true)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
finishMesh(bool deleteEmptyMeshes=true)Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
GetSpaceSupportInfo(LeapSpace space)Leap.Unity.GraphicalRenderer.LeapBakedRenderer
Leap::Unity::GraphicalRenderer::LeapMesherBase.GetSpaceSupportInfo(LeapSpace space)Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >pure virtual
GetSupportInfo(List< LeapTextureFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< LeapSpriteFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< LeapRuntimeTintFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< LeapBlendShapeFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< CustomFloatChannelFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< CustomVectorChannelFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< CustomColorChannelFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
GetSupportInfo(List< CustomMatrixChannelFeature > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
ISupportsFeature< LeapTextureFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< LeapTextureFeature >
ISupportsFeature< LeapSpriteFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< LeapSpriteFeature >
ISupportsFeature< LeapRuntimeTintFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< LeapRuntimeTintFeature >
ISupportsFeature< LeapBlendShapeFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< LeapBlendShapeFeature >
ISupportsFeature< CustomFloatChannelFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< CustomFloatChannelFeature >
ISupportsFeature< CustomVectorChannelFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< CustomVectorChannelFeature >
ISupportsFeature< CustomColorChannelFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< CustomColorChannelFeature >
ISupportsFeature< CustomMatrixChannelFeature >.GetSupportInfo(List< T > features, List< SupportInfo > info)Leap.Unity.GraphicalRenderer.ISupportsFeature< CustomMatrixChannelFeature >
GetUvFeature(UVChannelFlags flags)Leap.Unity.GraphicalRenderer.LeapMesherBasestatic
GetValidGraphicOnObject(GameObject obj)Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >pure virtual
GetValidGraphicOnObject(GameObject obj)Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >
graphicVertNormalToMeshVertNormal(Vector3 vertex, Vector3 normal, out Vector3 meshVert, out Vector3 meshNormal)Leap.Unity.GraphicalRenderer.LeapBakedRendererprotectedvirtual
graphicVertToMeshVert(Vector3 vertex)Leap.Unity.GraphicalRenderer.LeapBakedRendererprotectedvirtual
groupLeap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >
IsValidGraphic(LeapGraphic graphic)Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >pure virtual
IsValidGraphic(LeapGraphic graphic)Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >
IsValidGraphic< T >()Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >pure virtual
IsValidGraphic< T >()Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >
loadAllSupportedFeatures()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
materialLeap.Unity.GraphicalRenderer.LeapMesherBase
MESH_ASSET_NAMELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
MotionType enum nameLeap.Unity.GraphicalRenderer.LeapBakedRenderer
NORMALS_FEATURELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
OnDisableRenderer()Leap.Unity.GraphicalRenderer.LeapMesherBasevirtual
OnEnableRenderer()Leap.Unity.GraphicalRenderer.LeapBakedRenderervirtual
OnPostProcessAtlasLeap.Unity.GraphicalRenderer.LeapMesherBase
OnUpdateRenderer()Leap.Unity.GraphicalRenderer.LeapBakedRenderervirtual
postProcessMesh()Leap.Unity.GraphicalRenderer.LeapBakedRendererprotectedvirtual
prepareMaterial()Leap.Unity.GraphicalRenderer.LeapBakedRendererprotectedvirtual
prepareMeshes()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
PreventDuplication< T >(ref T t)Leap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >
refreshMeshData()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
rendererLeap.Unity.GraphicalRenderer.LeapRenderingMethod< LeapMeshGraphicBase >
setupForBuilding()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
TEXTURE_ASSET_NAMELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
TINTS_PROPERTYLeap.Unity.GraphicalRenderer.LeapMesherBaseprotectedstatic
updateBlendShapes()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
updateCustomChannels()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
updateTinting()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
uploadSpriteTextures()Leap.Unity.GraphicalRenderer.LeapMesherBaseprotectedvirtual
UV_0_FEATURELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
UV_1_FEATURELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
UV_2_FEATURELeap.Unity.GraphicalRenderer.LeapMesherBasestatic
UV_3_FEATURELeap.Unity.GraphicalRenderer.LeapMesherBasestatic