, including all inherited members.
attachObject(std::string object) | LLGLSLShader | |
attachObject(GLhandleARB object) | LLGLSLShader | |
attachObjects(GLhandleARB *objects=NULL, S32 count=0) | LLGLSLShader | |
bind() | LLGLSLShader | |
createShader(std::vector< std::string > *attributes, std::vector< std::string > *uniforms) | LLGLSLShader | |
disableTexture(S32 uniform, S32 mode=GL_TEXTURE_2D) | LLGLSLShader | |
enableTexture(S32 uniform, S32 mode=GL_TEXTURE_2D) | LLGLSLShader | |
getUniformLocation(const std::string &uniform) | LLGLSLShader | |
link(BOOL suppress_errors=FALSE) | LLGLSLShader | |
LLGLSLShader() | LLGLSLShader | |
mActiveTextureChannels | LLGLSLShader | |
mapAttributes(const std::vector< std::string > *attributes) | LLGLSLShader | |
mapUniform(GLint index, const std::vector< std::string > *uniforms) | LLGLSLShader | |
mapUniforms(const std::vector< std::string > *uniforms) | LLGLSLShader | |
mapUniformTextureChannel(GLint location, GLenum type) | LLGLSLShader | |
mAttribute | LLGLSLShader | |
mFeatures | LLGLSLShader | |
mName | LLGLSLShader | |
mProgramObject | LLGLSLShader | |
mShaderFiles | LLGLSLShader | |
mShaderGroup | LLGLSLShader | |
mShaderLevel | LLGLSLShader | |
mTexture | LLGLSLShader | |
mUniform | LLGLSLShader | |
mUniformMap | LLGLSLShader | |
mUniformsDirty | LLGLSLShader | |
mValue | LLGLSLShader | |
SG_DEFAULT enum value | LLGLSLShader | |
SG_SKY enum value | LLGLSLShader | |
SG_WATER enum value | LLGLSLShader | |
unbind() | LLGLSLShader | |
uniform1f(U32 index, GLfloat v) | LLGLSLShader | |
uniform1f(const std::string &uniform, GLfloat v) | LLGLSLShader | |
uniform1fv(U32 index, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform1fv(const std::string &uniform, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform2f(U32 index, GLfloat x, GLfloat y) | LLGLSLShader | |
uniform2f(const std::string &uniform, GLfloat x, GLfloat y) | LLGLSLShader | |
uniform2fv(U32 index, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform2fv(const std::string &uniform, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform3f(U32 index, GLfloat x, GLfloat y, GLfloat z) | LLGLSLShader | |
uniform3f(const std::string &uniform, GLfloat x, GLfloat y, GLfloat z) | LLGLSLShader | |
uniform3fv(U32 index, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform3fv(const std::string &uniform, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | LLGLSLShader | |
uniform4f(const std::string &uniform, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | LLGLSLShader | |
uniform4fv(U32 index, U32 count, const GLfloat *v) | LLGLSLShader | |
uniform4fv(const std::string &uniform, U32 count, const GLfloat *v) | LLGLSLShader | |
uniformMatrix2fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) | LLGLSLShader | |
uniformMatrix2fv(const std::string &uniform, U32 count, GLboolean transpose, const GLfloat *v) | LLGLSLShader | |
uniformMatrix3fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) | LLGLSLShader | |
uniformMatrix3fv(const std::string &uniform, U32 count, GLboolean transpose, const GLfloat *v) | LLGLSLShader | |
uniformMatrix4fv(U32 index, U32 count, GLboolean transpose, const GLfloat *v) | LLGLSLShader | |
uniformMatrix4fv(const std::string &uniform, U32 count, GLboolean transpose, const GLfloat *v) | LLGLSLShader | |
unload() | LLGLSLShader | |
vertexAttrib4f(U32 index, GLfloat x, GLfloat y, GLfloat z, GLfloat w) | LLGLSLShader | |
vertexAttrib4fv(U32 index, GLfloat *v) | LLGLSLShader | |