| base (defined in Parallelogram) | Parallelogram | |
| boundingBox(double time0, double time1) const | Parallelogram | [virtual] |
| hit(Ray &r, HitRecord &rec, Context &context) const | Parallelogram | [virtual] |
| inverse_area | Parallelogram | |
| ls (defined in Parallelogram) | Parallelogram | |
| overlapsBox(const BBox &box) const | Parallelogram | [virtual] |
| Parallelogram(const Vector3 &_base, const Vector3 &_u, const Vector3 &_v, SurfaceShader *_sshader) (defined in Parallelogram) | Parallelogram | |
| Parallelogram(const Vector3 &_base, const Vector3 &_u, const Vector3 &_v, SurfaceShader *_sshader, LightShader *_ls) (defined in Parallelogram) | Parallelogram | |
| Parallelogram(const Vector3 &_base, const Vector3 &_u, const Vector3 &_v, const Vector2 &_uv0, const Vector2 &_uv1, const Vector2 &_uv2, SurfaceShader *_sshader) (defined in Parallelogram) | Parallelogram | |
| pdfDirection(const Vector3 &w_in, const HitRecord &rec, Context &context) const | Parallelogram | [virtual] |
| randomDirection(const HitRecord &rec, Context &context, Vector3 &w_in, double &pdf) const | Parallelogram | [virtual] |
| randomPoint(Vector3 &on_light, Context &context) const | Parallelogram | [virtual] |
| shadowHit(Ray &r, Context &context) const | Parallelogram | [virtual] |
| sshader (defined in Parallelogram) | Parallelogram | |
| triangulate(int lod, MeshTriangle *tris, const Context &context) (defined in Surface) | Surface | [inline, virtual] |
| u (defined in Parallelogram) | Parallelogram | |
| unorm | Parallelogram | |
| uv0 (defined in Parallelogram) | Parallelogram | |
| uv1 (defined in Parallelogram) | Parallelogram | |
| uv2 (defined in Parallelogram) | Parallelogram | |
| uvw | Parallelogram | |
| v (defined in Parallelogram) | Parallelogram | |
| vnorm | Parallelogram | |
| ~Parallelogram() (defined in Parallelogram) | Parallelogram | [inline] |
| ~Surface() (defined in Surface) | Surface | [inline, virtual] |