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GLProgramState Member List

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

_IDRef
_luaIDRef
_rootedRef
_scriptObjectRef
_scriptOwnedRef
apply(const Mat4 &modelView)GLProgramState
applyAttributes(bool applyAttribFlags=true)GLProgramState
applyAutoBinding(const std::string &uniformName, const std::string &autoBinding)GLProgramState
applyGLProgram(const Mat4 &modelView)GLProgramState
applyUniforms()GLProgramState
autorelease()Ref
clone() const GLProgramState
create(GLProgram *glprogram)GLProgramStatestatic
getGLProgram() const GLProgramStateinline
getNodeBinding() const GLProgramState
getOrCreateWithGLProgram(GLProgram *glprogram)GLProgramStatestatic
getOrCreateWithGLProgramName(const std::string &glProgramName)GLProgramStatestatic
getOrCreateWithShaders(const std::string &vertexShader, const std::string &fragShader, const std::string &compileTimeDefines)GLProgramStatestatic
getReferenceCount() const Ref
getUniformCount() const GLProgramStateinline
getVertexAttribCount() const GLProgramState
getVertexAttribsFlags() const GLProgramState
release()Ref
retain()Ref
setGLProgram(GLProgram *glprogram)GLProgramState
setNodeBinding(Node *node)GLProgramState
setParameterAutoBinding(const std::string &uniformName, const std::string &autoBinding)GLProgramState
setUniformCallback(const std::string &uniformName, const std::function< void(GLProgram *, Uniform *)> &callback)GLProgramState
setUniformCallback(GLint uniformLocation, const std::function< void(GLProgram *, Uniform *)> &callback)GLProgramState
setUniformFloat(const std::string &uniformName, float value)GLProgramState
setUniformFloat(GLint uniformLocation, float value)GLProgramState
setUniformFloatv(const std::string &uniformName, ssize_t size, const float *pointer)GLProgramState
setUniformFloatv(GLint uniformLocation, ssize_t size, const float *pointer)GLProgramState
setUniformInt(const std::string &uniformName, int value)GLProgramState
setUniformInt(GLint uniformLocation, int value)GLProgramState
setUniformMat4(const std::string &uniformName, const Mat4 &value)GLProgramState
setUniformMat4(GLint uniformLocation, const Mat4 &value)GLProgramState
setUniformTexture(const std::string &uniformName, Texture2D *texture)GLProgramState
setUniformTexture(const std::string &uniformName, GLuint textureId)GLProgramState
setUniformTexture(GLint uniformLocation, Texture2D *texture)GLProgramState
setUniformTexture(GLint uniformLocation, GLuint textureId)GLProgramState
setUniformVec2(const std::string &uniformName, const Vec2 &value)GLProgramState
setUniformVec2(GLint uniformLocation, const Vec2 &value)GLProgramState
setUniformVec2v(const std::string &uniformName, ssize_t size, const Vec2 *pointer)GLProgramState
setUniformVec2v(GLint uniformLocation, ssize_t size, const Vec2 *pointer)GLProgramState
setUniformVec3(const std::string &uniformName, const Vec3 &value)GLProgramState
setUniformVec3(GLint uniformLocation, const Vec3 &value)GLProgramState
setUniformVec3v(const std::string &uniformName, ssize_t size, const Vec3 *pointer)GLProgramState
setUniformVec3v(GLint uniformLocation, ssize_t size, const Vec3 *pointer)GLProgramState
setUniformVec4(const std::string &uniformName, const Vec4 &value)GLProgramState
setUniformVec4(GLint uniformLocation, const Vec4 &value)GLProgramState
setUniformVec4v(const std::string &uniformName, ssize_t size, const Vec4 *pointer)GLProgramState
setUniformVec4v(GLint uniformLocation, ssize_t size, const Vec4 *pointer)GLProgramState
setVertexAttribCallback(const std::string &name, const std::function< void(VertexAttrib *)> &callback)GLProgramState
setVertexAttribPointer(const std::string &name, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLvoid *pointer)GLProgramState
~Ref()Refvirtual