## Public API Reference

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# iEngine Member List

This is the complete list of members for iEngine, including all inherited members.

AddEngineFrameCallback(iEngineFrameCallback *cb)=0 | iEngine | `[pure virtual]`
AddEngineSectorCallback(iEngineSectorCallback *cb)=0 | iEngine | `[pure virtual]`
AddMeshAndChildren(iMeshWrapper *mesh)=0 | iEngine | `[pure virtual]`
AddRefOwner(iBase **ref_owner)=0 | iBase | `[pure virtual]`
ClearRenderPriorities()=0 | iEngine | `[pure virtual]`
CreateBaseMaterial(iTextureWrapper *txt)=0 | iEngine | `[pure virtual]`
CreateBlackTexture(const char *name, int w, int h, csColor *transp, int flags)=0 | iEngine | `[pure virtual]`
CreateCamera()=0 | iEngine | `[pure virtual]`
CreateFrustumView()=0 | iEngine | `[pure virtual]`
CreateLight(const char *name, const csVector3 &pos, float radius, const csColor &color, csLightDynamicType dyntype=CS_LIGHT_DYNAMICTYPE_STATIC)=0 | iEngine | `[pure virtual]`
CreateLoaderContext(iRegion *region=0, bool curRegOnly=true)=0 | iEngine | `[pure virtual]`
CreateMaterial(const char *name, iTextureWrapper *texture)=0 | iEngine | `[pure virtual]`
CreateMeshFactory(const char *classId, const char *name)=0 | iEngine | `[pure virtual]`
CreateMeshFactory(iMeshObjectFactory *factory, const char *name)=0 | iEngine | `[pure virtual]`
CreateMeshFactory(const char *name)=0 | iEngine | `[pure virtual]`
CreateMeshWrapper(iMeshFactoryWrapper *factory, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0 | iEngine | `[pure virtual]`
CreateMeshWrapper(iMeshObject *meshobj, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0 | iEngine | `[pure virtual]`
CreateMeshWrapper(const char *classid, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0 | iEngine | `[pure virtual]`
CreateMeshWrapper(const char *name)=0 | iEngine | `[pure virtual]`
CreateObjectWatcher()=0 | iEngine | `[pure virtual]`
CreatePortal(const char *name, iMeshWrapper *parentMesh, iSector *destSector, csVector3 *vertices, int num_vertices, iPortal *&portal)=0 | iEngine | `[pure virtual]`
CreatePortal(const char *name, iSector *sourceSector, const csVector3 &pos, iSector *destSector, csVector3 *vertices, int num_vertices, iPortal *&portal)=0 | iEngine | `[pure virtual]`
CreatePortalContainer(const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0 | iEngine | `[pure virtual]`
CreateRegion(const char *name)=0 | iEngine | `[pure virtual]`
CreateSector(const char *name)=0 | iEngine | `[pure virtual]`
CreateSectorWallsMesh(iSector *sector, const char *name)=0 | iEngine | `[pure virtual]`
CreateTexture(const char *name, const char *fileName, csColor *transp, int flags)=0 | iEngine | `[pure virtual]`
CreateThingMesh(iSector *sector, const char *name)=0 | iEngine | `[pure virtual]`
DecRef()=0 | iBase | `[pure virtual]`
DeleteAll()=0 | iEngine | `[pure virtual]`
Draw(iCamera *c, iClipper2D *clipper)=0 | iEngine | `[pure virtual]`
FindCameraPosition(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
FindCollection(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
FindLight(const char *Name, bool RegionOnly=false) const =0 | iEngine | `[pure virtual]`
FindLightID(const char *light_id) const =0 | iEngine | `[pure virtual]`
FindMaterial(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
FindMeshFactory(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
FindMeshObject(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
FindSector(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
FindTexture(const char *name, iRegion *region=0)=0 | iEngine | `[pure virtual]`
ForceRelight(iRegion *region=0, iProgressMeter *meter=0)=0 | iEngine | `[pure virtual]`
ForceRelight(iLight *light, iRegion *region=0)=0 | iEngine | `[pure virtual]`
GetAlphaRenderPriority()=0 | iEngine | `[pure virtual]`
GetAmbientLight(csColor &) const =0 | iEngine | `[pure virtual]`
GetBeginDrawFlags() const =0 | iEngine | `[pure virtual]`
GetCacheManager()=0 | iEngine | `[pure virtual]`
GetCameraPositions()=0 | iEngine | `[pure virtual]`
GetClearScreen() const =0 | iEngine | `[pure virtual]`
GetClearZBuf() const =0 | iEngine | `[pure virtual]`
GetCollections()=0 | iEngine | `[pure virtual]`
GetContext() const =0 | iEngine | `[pure virtual]`
GetCurrentDefaultRenderloop()=0 | iEngine | `[pure virtual]`
GetCurrentFrameNumber() const =0 | iEngine | `[pure virtual]`
GetDefaultAmbientLight(csColor &c) const =0 | iEngine | `[pure virtual]`
GetDefaultClearScreen() const =0 | iEngine | `[pure virtual]`
GetDefaultClearZBuf() const =0 | iEngine | `[pure virtual]`
GetDefaultMaxLightmapSize(int &w, int &h)=0 | iEngine | `[pure virtual]`
GetLightingCacheMode()=0 | iEngine | `[pure virtual]`
GetLightIterator(iRegion *region=0)=0 | iEngine | `[pure virtual]`
GetMaterialList() const =0 | iEngine | `[pure virtual]`
GetMaxLightmapAspectRatio() const =0 | iEngine | `[pure virtual]`
GetMaxLightmapSize(int &w, int &h)=0 | iEngine | `[pure virtual]`
GetMeshes()=0 | iEngine | `[pure virtual]`
GetMeshFactories()=0 | iEngine | `[pure virtual]`
GetNearbyLights(iSector *sector, const csVector3 &pos, iLight **lights, int max_num_lights)=0 | iEngine | `[pure virtual]`
GetNearbyLights(iSector *sector, const csBox3 &box, iLight **lights, int max_num_lights)=0 | iEngine | `[pure virtual]`
GetNearbyMeshes(iSector *sector, const csVector3 &pos, float radius, bool crossPortals=true)=0 | iEngine | `[pure virtual]`
GetNearbyMeshes(iSector *sector, const csBox3 &box, bool crossPortals=true)=0 | iEngine | `[pure virtual]`
GetNearbyObjects(iSector *sector, const csVector3 &pos, float radius, bool crossPortals=true)=0 | iEngine | `[pure virtual]`
GetNearbySectors(iSector *sector, const csVector3 &pos, float radius)=0 | iEngine | `[pure virtual]`
GetObjectRenderPriority()=0 | iEngine | `[pure virtual]`
GetPortalRenderPriority()=0 | iEngine | `[pure virtual]`
GetRefCount()=0 | iBase | `[pure virtual]`
GetRegions()=0 | iEngine | `[pure virtual]`
GetRenderLoopManager()=0 | iEngine | `[pure virtual]`
GetRenderPriority(const char *name) const =0 | iEngine | `[pure virtual]`
GetRenderPriorityCount() const =0 | iEngine | `[pure virtual]`
GetRenderPriorityName(long priority) const =0 | iEngine | `[pure virtual]`
GetRenderPrioritySorting(const char *name) const =0 | iEngine | `[pure virtual]`
GetRenderPrioritySorting(long priority) const =0 | iEngine | `[pure virtual]`
GetSaveableFlag()=0 | iEngine | `[pure virtual]`
GetSectors()=0 | iEngine | `[pure virtual]`
GetSkyRenderPriority()=0 | iEngine | `[pure virtual]`
GetTextureFormat() const =0 | iEngine | `[pure virtual]`
GetTextureList() const =0 | iEngine | `[pure virtual]`
GetTopLevelClipper() const =0 | iEngine | `[pure virtual]`
GetVariableList() const =0 | iEngine | `[pure virtual]`
GetVisibleMeshes(iSector *sector, const csVector3 &pos)=0 | iEngine | `[pure virtual]`
GetVisibleMeshes(iSector *sector, const csFrustum &frustum)=0 | iEngine | `[pure virtual]`
GetVisibleObjects(iSector *sector, const csVector3 &pos)=0 | iEngine | `[pure virtual]`
GetVisibleObjects(iSector *sector, const csFrustum &frustum)=0 | iEngine | `[pure virtual]`
GetWallRenderPriority()=0 | iEngine | `[pure virtual]`
IncRef()=0 | iBase | `[pure virtual]`
LoadMeshFactory(const char *name, const char *loaderClassId, iDataBuffer *input)=0 | iEngine | `[pure virtual]`
LoadMeshWrapper(const char *name, const char *loaderClassId, iDataBuffer *input, iSector *sector, const csVector3 &pos)=0 | iEngine | `[pure virtual]`
PrecacheDraw(iRegion *region=0)=0 | iEngine | `[pure virtual]`
Prepare(iProgressMeter *meter=0)=0 | iEngine | `[pure virtual]`
PrepareMeshes()=0 | iEngine | `[pure virtual]`
PrepareTextures()=0 | iEngine | `[pure virtual]`
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0 | iBase | `[pure virtual]`
QueryObject()=0 | iEngine | `[pure virtual]`
RegisterRenderPriority(const char *name, long priority, csRenderPrioritySorting rendsort=CS_RENDPRI_SORT_NONE)=0 | iEngine | `[pure virtual]`
RemoveEngineFrameCallback(iEngineFrameCallback *cb)=0 | iEngine | `[pure virtual]`
RemoveEngineSectorCallback(iEngineSectorCallback *cb)=0 | iEngine | `[pure virtual]`
RemoveLight(iLight *light)=0 | iEngine | `[pure virtual]`
RemoveObject(iBase *object)=0 | iEngine | `[pure virtual]`
RemoveRefOwner(iBase **ref_owner)=0 | iBase | `[pure virtual]`
ResetWorldSpecificSettings()=0 | iEngine | `[pure virtual]`
SetAmbientLight(const csColor &)=0 | iEngine | `[pure virtual]`
SetCacheManager(iCacheManager *cache_mgr)=0 | iEngine | `[pure virtual]`
SetClearScreen(bool yesno)=0 | iEngine | `[pure virtual]`
SetClearZBuf(bool yesno)=0 | iEngine | `[pure virtual]`
SetContext(iTextureHandle *ctxt)=0 | iEngine | `[pure virtual]`
SetCurrentDefaultRenderloop(iRenderLoop *loop)=0 | iEngine | `[pure virtual]`
SetLightingCacheMode(int mode)=0 | iEngine | `[pure virtual]`
SetMaxLightmapSize(int w, int h)=0 | iEngine | `[pure virtual]`
SetSaveableFlag(bool enable)=0 | iEngine | `[pure virtual]`
SetVFSCacheManager(const char *vfspath=0)=0 | iEngine | `[pure virtual]`
ShineLights(iRegion *region=0, iProgressMeter *meter=0)=0 | iEngine | `[pure virtual]`
WantToDie(iMeshWrapper *mesh)=0 | iEngine | `[pure virtual]`