, including all inherited members.
| addRef() | gameplay::Ref | |
| bind() | gameplay::Effect | |
| createFromFile(const char *vshPath, const char *fshPath, const char *defines=NULL) | gameplay::Effect | [static] |
| createFromSource(const char *vshSource, const char *fshSource, const char *defines=NULL) | gameplay::Effect | [static] |
| getCurrentEffect() | gameplay::Effect | [static] |
| getId() const | gameplay::Effect | |
| getRefCount() const | gameplay::Ref | |
| getUniform(const char *name) const | gameplay::Effect | |
| getUniform(unsigned int index) const | gameplay::Effect | |
| getUniformCount() const | gameplay::Effect | |
| getVertexAttribute(const char *name) const | gameplay::Effect | |
| Ref() | gameplay::Ref | [protected] |
| Ref(const Ref ©) | gameplay::Ref | [protected] |
| release() | gameplay::Ref | |
| setValue(Uniform *uniform, float value) | gameplay::Effect | |
| setValue(Uniform *uniform, const float *values, unsigned int count=1) | gameplay::Effect | |
| setValue(Uniform *uniform, int value) | gameplay::Effect | |
| setValue(Uniform *uniform, const int *values, unsigned int count=1) | gameplay::Effect | |
| setValue(Uniform *uniform, const Matrix &value) | gameplay::Effect | |
| setValue(Uniform *uniform, const Matrix *values, unsigned int count=1) | gameplay::Effect | |
| setValue(Uniform *uniform, const Vector2 &value) | gameplay::Effect | |
| setValue(Uniform *uniform, const Vector2 *values, unsigned int count=1) | gameplay::Effect | |
| setValue(Uniform *uniform, const Vector3 &value) | gameplay::Effect | |
| setValue(Uniform *uniform, const Vector3 *values, unsigned int count=1) | gameplay::Effect | |
| setValue(Uniform *uniform, const Vector4 &value) | gameplay::Effect | |
| setValue(Uniform *uniform, const Vector4 *values, unsigned int count=1) | gameplay::Effect | |
| setValue(Uniform *uniform, const Texture::Sampler *sampler) | gameplay::Effect | |
| setValue(Uniform *uniform, const Texture::Sampler **values, unsigned int count) | gameplay::Effect | |
| ~Ref() | gameplay::Ref | [protected, virtual] |