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OpenGLRenderer Member List

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

addCubemap(const char *fNegX, const char *fPosX, const char *fNegY, const char *fPosY, const char *fNegZ, const char *fPosZ)Renderer
addCubemap(Image *images[6])Renderer
addFragmentShader(unsigned int type, char *filename=NULL)Renderer
addFragmentShader(unsigned int type, unsigned int shaderID)Renderer
addShader(const char *filename, const char *extraDefines=NULL)Renderer
addTexture(const char *filename, unsigned int flags=0)Renderer
addTexture(Image *image, unsigned int flags=0)Renderer
addVertexShader(char *filename)Renderer
apply()Renderer
assignNamedTextures()OpenGLRenderer [virtual]
changeBlending(const int src, const int dest, const int blendMode)OpenGLRenderer
Renderer::changeBlending(const sFactor, const dFactor, const int blendMode=BLENDMODE_ADD)=0Renderer [pure virtual]
changeDepthFunc(const int depthFunc)OpenGLRenderer [virtual]
changeFragmentShader(const ShaderID shader)OpenGLRenderer [virtual]
changeMask(const int mask)OpenGLRenderer [virtual]
changeShader(const ShaderID shader)OpenGLRenderer [virtual]
changeShaderConstant1f(const char *name, const float constant)OpenGLRenderer [virtual]
changeShaderConstant2f(const char *name, const Vec2 &constant)OpenGLRenderer [virtual]
changeShaderConstant3f(const char *name, const Vec3 &constant)OpenGLRenderer [virtual]
changeShaderConstant4f(const char *name, const Vec4 &constant)OpenGLRenderer [virtual]
changeTexture(const TextureID textureID)OpenGLRenderer [virtual]
changeTextureUnit(const int tex)OpenGLRenderer [virtual]
changeVertexShader(const ShaderID shader)OpenGLRenderer [virtual]
createFragmentShader(FragmentShader &fragmentShader)OpenGLRenderer [protected, virtual]
createShader(Shader &shader, const char *vertexShaderText, const char *fragmentShaderText)OpenGLRenderer [protected, virtual]
createTexture(Texture &texture)OpenGLRenderer [protected, virtual]
createVertexShader(VertexShader &vertexShader)OpenGLRenderer [protected, virtual]
currentBlendDestRenderer [protected]
currentBlendModeRenderer [protected]
currentBlendSrcRenderer [protected]
currentDepthFuncRenderer [protected]
currentFragmentShaderRenderer [protected]
currentMaskRenderer [protected]
currentShaderRenderer [protected]
currentTexturesRenderer [protected]
currentTextureUnitRenderer [protected]
currentVertexShaderRenderer [protected]
deleteFragmentShader(const int index)Renderer
deleteShader(const int i)Renderer
deleteTexture(const int i)Renderer
deleteVertexShader(const int index)Renderer
fragmentShadersRenderer [protected]
init()OpenGLRenderer
insertFragmentShader(FragmentShader &fragmentShader)Renderer [protected]
insertShader(Shader &shader)Renderer [protected]
insertTexture(Texture &texture)Renderer [protected]
insertVertexShader(VertexShader &vertexShader)Renderer [protected]
lock(const unsigned int flag)Renderer
lockFlagsRenderer
maxTexturesRenderer [protected]
nNamedTexturesRenderer [protected]
OpenGLRenderer()OpenGLRenderer
removeFragmentShader(FragmentShader &fragmentShader)OpenGLRenderer [protected, virtual]
removeShader(Shader &shader)OpenGLRenderer [protected, virtual]
removeTexture(Texture &texture)OpenGLRenderer [protected, virtual]
removeVertexShader(VertexShader &vertexShader)OpenGLRenderer [protected, virtual]
Renderer()Renderer
reset()Renderer
resetToDefaults()Renderer
selectedBlendDestRenderer [protected]
selectedBlendModeRenderer [protected]
selectedBlendSrcRenderer [protected]
selectedDepthFuncRenderer [protected]
selectedFragmentShaderRenderer [protected]
selectedMaskRenderer [protected]
selectedShaderRenderer [protected]
selectedTextureNamesRenderer [protected]
selectedTexturesRenderer [protected]
selectedVertexShaderRenderer [protected]
setBlending(const int src, const int dest, const int blendMode=BLENDMODE_ADD)Renderer [inline]
setDefaults()OpenGLRenderer [virtual]
setDepthFunc(const int depthFunc)Renderer [inline]
setFragmentShader(const ShaderID shader)Renderer [inline]
setMask(const int mask)Renderer [inline]
setShader(const ShaderID shader)Renderer [inline]
setTexture(const char *name, const TextureID texID)Renderer [inline]
setTextures(const TextureID t0)Renderer [inline]
setTextures(const TextureID t0, const TextureID t1)Renderer [inline]
setTextures(const TextureID t0, const TextureID t1, const TextureID t2)Renderer [inline]
setTextures(const TextureID t0, const TextureID t1, const TextureID t2, const TextureID t3)Renderer [inline]
setTextures(const TextureID t0, const TextureID t1, const TextureID t2, const TextureID t3, const TextureID t4)Renderer [inline]
setTextures(const TextureID t0, const TextureID t1, const TextureID t2, const TextureID t3, const TextureID t4, const TextureID t5)Renderer [inline]
setVertexShader(const ShaderID shader)Renderer [inline]
shadersRenderer [protected]
targetsOpenGLRenderer [protected, static]
texturesRenderer [protected]
unlock(const unsigned int flag)Renderer
uploadFragmentShader(FragmentShader &fragmentShader)OpenGLRenderer [protected, virtual]
uploadVertexShader(VertexShader &vertexShader)OpenGLRenderer [protected, virtual]
vertexShadersRenderer [protected]
~Renderer()Renderer [virtual]


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