AnimatedMesh
SkeletonCollisionMesh
StandardMesh
TreeMesh
PatchTerrain
SimpleGeom
ParticleSystemTemplate
GeometryTemplate.saveAll [string] -> bool
GeometryTemplate.create string string -> IGeometryTemplate*
GeometryTemplate.printScript -> string
geometryTemplate.deleteAll -> void
geometryTemplate.active [IGeometryTemplate*] -> IGeometryTemplate*
geometryTemplate.name -> string
geometryTemplate.setSkin string -> void
geometryTemplate.file [string] -> string
geometryTemplate.lods -> uint
geometryTemplate.setLodRange int float int float int float -> void
geometryTemplate.setLodDistance uint float -> void
geometryTemplate.getLodDistance uint -> float
geometryTemplate.reload -> void
geometryTemplate.textureFadeMaxDist [float] -> float
geometryTemplate.alphaLodDistance [float] -> float
geometryTemplate.alphaTestValue [float] -> float
geometryTemplate.triangleSortLodDistance [float] -> float
geometryTemplate.hasDynamicShadow [bool] -> bool
geometryTemplate.shadowAmbient [Vec3] -> Vec3
geometryTemplate.cullFactor [float] -> float
geometryTemplate.scale [Vec3] -> Vec3
geometryTemplate.alphaTestDistance [float] -> float
geometryTemplate.billboard [bool] -> bool
geometryTemplate.billboardResolution [BaseVector3] -> BaseVector3
geometryTemplate.billboardDistance [float] -> float
geometryTemplate.color [Vec3] -> Vec3
geometryTemplate.lightColor [Vec3] -> Vec3
geometryTemplate.shadowColor [Vec3] -> Vec3
geometryTemplate.specularColor [Vec3] -> Vec3
geometryTemplate.specularPower [float] -> float
geometryTemplate.gradiantFactor [float] -> float
geometryTemplate.swayDirection [Vec2] -> Vec2
geometryTemplate.mergeable [bool] -> bool
geometryTemplate.swayWindFactor [float] -> float
geometryTemplate.swayRangeDegrees [float] -> float
geometryTemplate.swayPeriodSeconds [float] -> float
geometryTemplate.swayForceRangeDegrees [float] -> float
geometryTemplate.swayForcePeriodSeconds [float] -> float
geometryTemplate.swayForceLengthSeconds [float] -> float
geometryTemplate.swayEnable [bool] -> bool
geometryTemplate.materialMap [string] -> string
geometryTemplate.materialSize [int] -> int
geometryTemplate.texBaseName [string] -> string
geometryTemplate.detailTexName [string] -> string
geometryTemplate.detailTexScale [float] -> float
geometryTemplate.texOffsetX [int] -> int
geometryTemplate.texOffsetY [int] -> int
geometryTemplate.targetTriCount [int] -> int
geometryTemplate.worldSize [float] -> float
geometryTemplate.yScale [float] -> float
geometryTemplate.waterLevel [float] -> float
geometryTemplate.waveHeight [float] -> float
geometryTemplate.waterTexName [string] -> string
geometryTemplate.waterTexScale [Vec3] -> Vec3
geometryTemplate.seaFloorLevel [float] -> float
geometryTemplate.shadowPrecision [float] -> float
geometryTemplate.lodDistance [float] -> float
geometryTemplate.cullBackFaces [bool] -> bool
geometryTemplate.mergeLightmaps float float -> void
geometryTemplate.type [SimpleGeomType] -> SimpleGeomType
geometryTemplate.shader [string] -> string
geometryTemplate.tesselation [BaseVector2] -> BaseVector2
geometryTemplate.reloadShader -> void