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 |