, including all inherited members.
AddShaderProgram(ShaderProgram *program) | ShaderObject | |
Begin() | ShaderObject | |
EnableShader(bool b) | ShaderObject | |
End() | ShaderObject | |
GetLinkerLog() | ShaderObject | |
GetUniformfv(char *name, GLfloat *values) | ShaderObject | |
GetUniformiv(char *name, GLint *values) | ShaderObject | |
IsLinked() | ShaderObject | |
Link() | ShaderObject | |
OGSLEnabled() | ShaderObject | |
SendUniform1f(char *var, GLfloat v0) | ShaderObject | |
SendUniform1fi(char *var, GLsizei count, GLint *value) | ShaderObject | |
SendUniform1fv(char *var, GLsizei count, GLfloat *value) | ShaderObject | |
SendUniform1i(char *var, GLint v0) | ShaderObject | |
SendUniform2f(char *var, GLfloat v0, GLfloat v1) | ShaderObject | |
SendUniform2fi(char *var, GLsizei count, GLint *value) | ShaderObject | |
SendUniform2fv(char *var, GLsizei count, GLfloat *value) | ShaderObject | |
SendUniform2i(char *var, GLint v0, GLint v1) | ShaderObject | |
SendUniform3f(char *var, GLfloat v0, GLfloat v1, GLfloat v2) | ShaderObject | |
SendUniform3fi(char *var, GLsizei count, GLint *value) | ShaderObject | |
SendUniform3fv(char *var, GLsizei count, GLfloat *value) | ShaderObject | |
SendUniform3i(char *var, GLint v0, GLint v1, GLint v2) | ShaderObject | |
SendUniform4f(char *var, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) | ShaderObject | |
SendUniform4fi(char *var, GLsizei count, GLint *value) | ShaderObject | |
SendUniform4fv(char *var, GLsizei count, GLfloat *value) | ShaderObject | |
SendUniform4i(char *var, GLint v0, GLint v1, GLint v2, GLint v3) | ShaderObject | |
SendUniformMatrix2fv(char *var, GLsizei count, GLboolean transpose, GLfloat *value) | ShaderObject | |
SendUniformMatrix3fv(char *var, GLsizei count, GLboolean transpose, GLfloat *value) | ShaderObject | |
SendUniformMatrix4fv(char *var, GLsizei count, GLboolean transpose, GLfloat *value) | ShaderObject | |
ShaderObject() | ShaderObject | |
~ShaderObject() | ShaderObject | [virtual] |