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const VCamera & | CurrentCameraSettings () const |
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double | ApparentCellSize2_Threshold () const |
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bool | checkIfFragmentIsTooDetailedOrInvisible (const Fiber::SkeletonID &LevelID, const Fiber::CoordinateRepresentationReference &, const RefPtr< Field > &Coordinates, const RefPtr< CreativeArrayBase > &theVertexFragmentData, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const |
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bool | checkIfVertexFragmentIsTooDetailedOrInvisible (const Fiber::SkeletonID &LevelID, const Fiber::CoordinateRepresentationReference &, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const |
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bool | checkIfVertexCompatibleFragmentIsTooDetailedOrInvisible (const Fiber::SkeletonID &LevelID, const Fiber::CoordinateRepresentationReference &, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const |
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bool | checkIfFragmentIsTooDetailedOrInvisible (const GridAnemone::SkeletonSet::const_iterator &S, const RefPtr< FragmentID > &theFragmentID, RefPtr< BoundingBox > &BBox, bool &isInside, bool &isInvisible) const |
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int | MaxCollectedFragsPerLevel () const |
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void | includeInStatistics (const SkeletonID &ID) const |
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void | prepareFragment (const GridAnemone::SkeletonSet::const_iterator &S, const RefPtr< FragmentID > &ParentFragmentID, bool TerminalFragment) const |
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| int | isInside (const Skeleton &VertexSkeleton, const RefPtr< FragmentID > &theFragmentID) const |
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void | recurseLevelFragment (const GridAnemone::SkeletonSet::const_iterator &S, const RefPtr< FragmentID > &ParentFragmentID) const |
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void | recurseLevel (const GridAnemone::SkeletonSet::const_iterator &S) |
| | Recursion over vertices.
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void | renderRefinedConnectivityFragment (const RefinedFragmentSkeleton &Refinement, const SkeletonID &CurrentConnectivityID, const SkeletonID &NextConnectivityID, Field &ConnectivityField, const RefPtr< FragmentID > &theConnectivityFragmentID, const RefPtr< CreativeArrayBase > &theConnectivityFragmentCreator, const RefPtr< BoundingBox > &theConnectivityFragmentBBox, const SkeletonID &CurrentVertexSkeletonID, const SkeletonID &NextVertexID) |
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void | renderRecursiveConnectivityFragment (const SkeletonID &CurrentConnectivityID, Field &ConnectivityField, const RefPtr< FragmentID > &theConnectivityFragmentID, const RefPtr< BoundingBox > &theConnectivityFragmentBBox, const SkeletonID &CurrentVertexSkeletonID) |
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void | renderConnectivity (const SkeletonID &CurrentConnectivityID, Field &ConnectivityField, const SkeletonID &CurrentVertexSkeletonID) |
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void | ShowStatistics () const |
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| RecursiveSeaBed (SeaBed &theSeaBed, const VCamera &TheCameraSettings, bool CurrentAsyncLoading, pRegionOfInterest theRegionOfInterest) |
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