attachObject(GLhandleARB object) | LLGLSLShader | |
attachObjects(GLhandleARB *objects=NULL, S32 count=0) | LLGLSLShader | |
bind() | LLGLSLShader | |
disableTexture(S32 uniform, S32 mode=GL_TEXTURE_2D) | LLGLSLShader | |
enableTexture(S32 uniform, S32 mode=GL_TEXTURE_2D) | LLGLSLShader | |
link(BOOL suppress_errors=FALSE) | LLGLSLShader | |
LLGLSLShader() | LLGLSLShader | |
mActiveTextureChannels | LLGLSLShader | |
mapAttributes(const char **attrib_names=NULL, S32 count=0) | LLGLSLShader | |
mapUniform(GLint index, const char **uniform_names=NULL, S32 count=0) | LLGLSLShader | |
mapUniforms(const char **uniform_names=NULL, S32 count=0) | LLGLSLShader | |
mapUniformTextureChannel(GLint location, GLenum type) | LLGLSLShader | |
mAttribute | LLGLSLShader | |
mProgramObject | LLGLSLShader | |
mTexture | LLGLSLShader | |
mUniform | LLGLSLShader | |
unbind() | LLGLSLShader | |
unload() | LLGLSLShader | |
vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | LLGLSLShader | |
vertexAttrib4fv(U32 index, GLfloat *v) | LLGLSLShader | |