This is the complete list of members for C4ShaderCall, including all inherited members.
| AllocTexUnit(int iUniform) | C4ShaderCall | |
| C4ScriptUniform class | C4ShaderCall | friend |
| C4ShaderCall(const C4Shader *pShader) | C4ShaderCall | inline |
| Finish() | C4ShaderCall | |
| GetAttribute(int iAttribute) const | C4ShaderCall | inline |
| SetUniform1f(int iUniform, float gX) const | C4ShaderCall | inline |
| SetUniform1fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniform1i(int iUniform, int iX) const | C4ShaderCall | inline |
| SetUniform1iv(int iUniform, int iLength, const int *pVals) const | C4ShaderCall | inline |
| SetUniform1ui(int iUniform, unsigned int iX) const | C4ShaderCall | inline |
| SetUniform1uiv(int iUniform, int iLength, const unsigned int *pVals) const | C4ShaderCall | inline |
| SetUniform2f(int iUniform, float gX, float gY) const | C4ShaderCall | inline |
| SetUniform2fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniform2i(int iUniform, int iX, int iY) const | C4ShaderCall | inline |
| SetUniform2iv(int iUniform, int iLength, const int *pVals) const | C4ShaderCall | inline |
| Setuniform2ui(int iUniform, unsigned int iX, unsigned int iY) const | C4ShaderCall | inline |
| SetUniform2uiv(int iUniform, int iLength, const unsigned int *pVals) const | C4ShaderCall | inline |
| SetUniform3f(int iUniform, float gX, float gY, float gZ) const | C4ShaderCall | inline |
| SetUniform3fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniform3i(int iUniform, int iX, int iY, int iZ) const | C4ShaderCall | inline |
| SetUniform3iv(int iUniform, int iLength, const int *pVals) const | C4ShaderCall | inline |
| Setuniform3ui(int iUniform, unsigned int iX, unsigned int iY, unsigned int iZ) const | C4ShaderCall | inline |
| SetUniform3uiv(int iUniform, int iLength, const unsigned int *pVals) const | C4ShaderCall | inline |
| SetUniform4f(int iUniform, float gX, float gY, float gZ, float gW) const | C4ShaderCall | inline |
| SetUniform4fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniform4i(int iUniform, int iX, int iY, int iZ, int iW) const | C4ShaderCall | inline |
| SetUniform4iv(int iUniform, int iLength, const int *pVals) const | C4ShaderCall | inline |
| Setuniform4ui(int iUniform, unsigned int iX, unsigned int iY, unsigned int iZ, unsigned int iW) const | C4ShaderCall | inline |
| SetUniform4uiv(int iUniform, int iLength, const unsigned int *pVals) const | C4ShaderCall | inline |
| SetUniformMatrix2x3fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniformMatrix3x3(int iUniform, const StdMeshMatrix &matrix) | C4ShaderCall | inline |
| SetUniformMatrix3x3fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniformMatrix3x3Transpose(int iUniform, const StdMeshMatrix &matrix) | C4ShaderCall | inline |
| SetUniformMatrix3x4(int iUniform, const StdMeshMatrix &matrix) | C4ShaderCall | inline |
| SetUniformMatrix3x4fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| SetUniformMatrix4x4(int iUniform, const StdMeshMatrix &matrix) | C4ShaderCall | inline |
| SetUniformMatrix4x4(int iUniform, const StdProjectionMatrix &matrix) | C4ShaderCall | inline |
| SetUniformMatrix4x4fv(int iUniform, int iLength, const float *pVals) const | C4ShaderCall | inline |
| Start() | C4ShaderCall | |
| ~C4ShaderCall() | C4ShaderCall | inline |