Visualization Library v1.0.3

A lightweight C++ OpenGL middleware for 2D/3D graphics

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vl::Shader Member List

This is the complete list of members for vl::Shader, including all inherited members.
as()vl::Object [inline]
as() const vl::Object [inline]
automaticDelete() const vl::Object [inline]
decReference()vl::Object [inline]
deepCopy() const vl::Shader [inline]
deepCopyFrom(const Shader &other)vl::Shader [inline]
disable(EEnable capability)vl::Shader [inline]
disableAll()vl::Shader [inline]
enable(EEnable capability)vl::Shader [inline]
enables() const vl::Shader [inline]
eraseAllRenderStates()vl::Shader [inline]
eraseAllUniforms()vl::Shader [inline]
eraseRenderState(ERenderState type, int index=-1)vl::Shader [inline]
eraseRenderState(RenderState *rs, int index)vl::Shader [inline]
eraseUniform(const char *name)vl::Shader [inline]
eraseUniform(const Uniform *uniform)vl::Shader [inline]
getAlphaFunc() const vl::Shader [inline]
getAlphaFunc()vl::Shader [inline]
getBlendColor() const vl::Shader [inline]
getBlendColor()vl::Shader [inline]
getBlendEquation() const vl::Shader [inline]
getBlendEquation()vl::Shader [inline]
getBlendFunc() const vl::Shader [inline]
getBlendFunc()vl::Shader [inline]
getClipPlane(int plane_index) const vl::Shader
getClipPlane(int plane_index)vl::Shader
getColor() const vl::Shader [inline]
getColor()vl::Shader [inline]
getColorMask() const vl::Shader [inline]
getColorMask()vl::Shader [inline]
getCullFace() const vl::Shader [inline]
getCullFace()vl::Shader [inline]
getDepthFunc() const vl::Shader [inline]
getDepthFunc()vl::Shader [inline]
getDepthMask() const vl::Shader [inline]
getDepthMask()vl::Shader [inline]
getDepthRange() const vl::Shader [inline]
getDepthRange()vl::Shader [inline]
getEnableSet()vl::Shader [inline]
getEnableSet() const vl::Shader [inline]
getFog() const vl::Shader [inline]
getFog()vl::Shader [inline]
getFrontFace() const vl::Shader [inline]
getFrontFace()vl::Shader [inline]
getGLSLProgram() const vl::Shader
getGLSLProgram()vl::Shader
getHint() const vl::Shader [inline]
getHint()vl::Shader [inline]
getLight(int light_index) const vl::Shader
getLight(int light_index)vl::Shader
getLightModel() const vl::Shader [inline]
getLightModel()vl::Shader [inline]
getLineStipple() const vl::Shader [inline]
getLineStipple()vl::Shader [inline]
getLineWidth() const vl::Shader [inline]
getLineWidth()vl::Shader [inline]
getLogicOp() const vl::Shader [inline]
getLogicOp()vl::Shader [inline]
getMaterial() const vl::Shader [inline]
getMaterial()vl::Shader [inline]
getNormal() const vl::Shader [inline]
getNormal()vl::Shader [inline]
getPixelTransfer() const vl::Shader [inline]
getPixelTransfer()vl::Shader [inline]
getPointParameter() const vl::Shader [inline]
getPointParameter()vl::Shader [inline]
getPointSize() const vl::Shader [inline]
getPointSize()vl::Shader [inline]
getPolygonMode() const vl::Shader [inline]
getPolygonMode()vl::Shader [inline]
getPolygonOffset() const vl::Shader [inline]
getPolygonOffset()vl::Shader [inline]
getPolygonStipple() const vl::Shader [inline]
getPolygonStipple()vl::Shader [inline]
getRenderStateSet()vl::Shader [inline]
getRenderStateSet() const vl::Shader [inline]
getSampleCoverage() const vl::Shader [inline]
getSampleCoverage()vl::Shader [inline]
getSecondaryColor() const vl::Shader [inline]
getSecondaryColor()vl::Shader [inline]
getShadeModel() const vl::Shader [inline]
getShadeModel()vl::Shader [inline]
getStencilFunc() const vl::Shader [inline]
getStencilFunc()vl::Shader [inline]
getStencilMask() const vl::Shader [inline]
getStencilMask()vl::Shader [inline]
getStencilOp() const vl::Shader [inline]
getStencilOp()vl::Shader [inline]
getTexEnv(int unit_index) const vl::Shader [inline]
getTexEnv(int unit_index)vl::Shader [inline]
getTexGen(int unit_index) const vl::Shader [inline]
getTexGen(int unit_index)vl::Shader [inline]
getTextureMatrix(int unit_index) const vl::Shader [inline]
getTextureMatrix(int unit_index)vl::Shader [inline]
getTextureSampler(int unit_index) const vl::Shader [inline]
getTextureSampler(int unit_index)vl::Shader [inline]
getUniform(const char *name)vl::Shader [inline]
getUniform(const char *name) const vl::Shader [inline]
getUniformSet()vl::Shader [inline]
getUniformSet() const vl::Shader [inline]
getVertexAttrib(int attr_index) const vl::Shader
getVertexAttrib(int attr_index)vl::Shader
glslProgram() const vl::Shader [inline]
glslProgram()vl::Shader [inline]
gocAlphaFunc()vl::Shader
gocBlendColor()vl::Shader
gocBlendEquation()vl::Shader
gocBlendFunc()vl::Shader
gocClipPlane(int plane_index)vl::Shader
gocColor()vl::Shader
gocColorMask()vl::Shader
gocCullFace()vl::Shader
gocDepthFunc()vl::Shader
gocDepthMask()vl::Shader
gocDepthRange()vl::Shader
gocEnableSet()vl::Shader [inline]
gocFog()vl::Shader
gocFrontFace()vl::Shader
gocGLSLProgram()vl::Shader
gocHint()vl::Shader
gocLight(int light_index)vl::Shader
gocLightModel()vl::Shader
gocLineStipple()vl::Shader
gocLineWidth()vl::Shader
gocLogicOp()vl::Shader
gocMaterial()vl::Shader
gocNormal()vl::Shader
gocPixelTransfer()vl::Shader
gocPointParameter()vl::Shader
gocPointSize()vl::Shader
gocPolygonMode()vl::Shader
gocPolygonOffset()vl::Shader
gocPolygonStipple()vl::Shader
gocRenderStateSet()vl::Shader [inline]
gocSampleCoverage()vl::Shader
gocSecondaryColor()vl::Shader
gocShadeModel()vl::Shader
gocStencilFunc()vl::Shader
gocStencilMask()vl::Shader
gocStencilOp()vl::Shader
gocTexEnv(int unit_index)vl::Shader
gocTexGen(int unit_index)vl::Shader
gocTextureMatrix(int unit_index)vl::Shader
gocTextureSampler(int unit_index)vl::Shader
gocUniform(const char *name)vl::Shader [inline]
gocUniformSet()vl::Shader [inline]
gocVertexAttrib(int attr_index)vl::Shader
incReference() const vl::Object [inline]
isBlendingEnabled() const vl::Shader [inline]
isEnabled(EEnable capability) const vl::Shader [inline]
lastUpdateTime() const vl::Shader [inline]
mAutomaticDeletevl::Object [protected]
mEnableSetvl::Shader [protected]
mLastUpdateTimevl::Shader [protected]
mObjectNamevl::Object [protected]
mRefCountMutexvl::Object [protected]
mReferenceCountvl::Object [mutable, protected]
mRenderStateSetvl::Shader [protected]
mScissorvl::Shader [protected]
mShaderAnimatorvl::Shader [protected]
mUniformSetvl::Shader [protected]
Object()vl::Object [inline]
Object(const Object &other)vl::Object [inline]
objectName() const vl::Object [inline]
vl::Object::operator=(const Object &other)vl::Object [inline]
refCountMutex()vl::Object [inline]
refCountMutex() const vl::Object [inline]
referenceCount() const vl::Object [inline]
renderState(ERenderState type, int index=0) const vl::Shader [inline]
renderState(ERenderState type, int index=0)vl::Shader [inline]
renderStates() const vl::Shader [inline]
renderStates()vl::Shader [inline]
renderStatesCount() const vl::Shader [inline]
reset()vl::Shader [inline]
scissor() const vl::Shader [inline]
scissor()vl::Shader [inline]
setAutomaticDelete(bool autodel_on)vl::Object [inline]
setEnableSet(EnableSet *es)vl::Shader [inline]
setLastUpdateTime(real time)vl::Shader [inline]
setObjectName(const char *name)vl::Object [inline]
setRefCountMutex(IMutex *mutex)vl::Object [inline]
setRenderState(RenderStateNonIndexed *renderstate)vl::Shader [inline]
setRenderState(RenderState *renderstate, int index)vl::Shader [inline]
setRenderStateSet(RenderStateSet *rss)vl::Shader [inline]
setScissor(Scissor *scissor)vl::Shader [inline]
setShaderAnimator(ShaderAnimator *animator)vl::Shader [inline]
setUniform(Uniform *uniform)vl::Shader [inline]
setUniformSet(UniformSet *us)vl::Shader [inline]
Shader()vl::Shader
shaderAnimator()vl::Shader [inline]
shaderAnimator() const vl::Shader [inline]
shallowCopy() const vl::Shader [inline]
shallowCopyFrom(const Shader &other)vl::Shader [inline]
uniforms() const vl::Shader [inline]
~Object()vl::Object [protected, virtual]
~Shader()vl::Shader [virtual]

Visualization Library v1.0.3 Reference Documentation
Copyright Michele Bosi. All rights reserved.
Updated on Tue Feb 7 2017 00:55:12.
Permission is granted to use this page to write and publish articles regarding Visualization Library.