aggregate | Scene | |
bound | Scene | |
Intersect(const Ray &ray, Intersection *isect) const | Scene | [inline] |
IntersectP(const Ray &ray) const | Scene | [inline] |
lights | Scene | |
Scene(Primitive *accel, const vector< Light * > <s, VolumeRegion *vr) | Scene | |
volumeRegion | Scene | |
WorldBound() const | Scene | |
~Scene() | Scene |