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gameplay::MaterialParameter Member List
This is the complete list of members for gameplay::MaterialParameter, including all inherited members.
_targetTypegameplay::AnimationTarget [protected]
addChannel(Animation::Channel *channel)gameplay::AnimationTarget [protected]
addRef()gameplay::Ref
ANIMATE_UNIFORMgameplay::MaterialParameter [static]
AnimationTarget()gameplay::AnimationTarget [protected]
bindValue(ClassType *classInstance, ParameterType(ClassType::*valueMethod)() const)gameplay::MaterialParameter
bindValue(ClassType *classInstance, ParameterType(ClassType::*valueMethod)() const, unsigned int(ClassType::*countMethod)() const)gameplay::MaterialParameter
bindValue(Node *node, const char *binding)gameplay::MaterialParameter
gameplay::AnimationTarget::cloneInto(AnimationTarget *target, NodeCloneContext &context) const gameplay::AnimationTarget [protected]
createAnimation(const char *id, int propertyId, unsigned int keyCount, unsigned int *keyTimes, float *keyValues, Curve::InterpolationType type)gameplay::AnimationTarget
createAnimation(const char *id, int propertyId, unsigned int keyCount, unsigned int *keyTimes, float *keyValues, float *keyInValue, float *keyOutValue, Curve::InterpolationType type)gameplay::AnimationTarget
createAnimation(const char *id, const char *url)gameplay::AnimationTarget
createAnimation(const char *id, Properties *animationProperties)gameplay::AnimationTarget
createAnimationFromBy(const char *id, int propertyId, float *from, float *by, Curve::InterpolationType type, unsigned long duration)gameplay::AnimationTarget
createAnimationFromTo(const char *id, int propertyId, float *from, float *to, Curve::InterpolationType type, unsigned long duration)gameplay::AnimationTarget
destroyAnimation(const char *id=NULL)gameplay::AnimationTarget
floatPtrValuegameplay::MaterialParameter
floatValuegameplay::MaterialParameter
getAnimation(const char *id=NULL) const gameplay::AnimationTarget
getAnimationPropertyComponentCount(int propertyId) const gameplay::MaterialParameter [virtual]
getAnimationPropertyValue(int propertyId, AnimationValue *value)gameplay::MaterialParameter [virtual]
getChannel(const char *id) const gameplay::AnimationTarget [protected]
getName() const gameplay::MaterialParameter
getPropertyId(TargetType type, const char *propertyIdStr)gameplay::AnimationTarget [protected, virtual]
getRefCount() const gameplay::Ref
getSampler(unsigned int index=0) const gameplay::MaterialParameter
intPtrValuegameplay::MaterialParameter
intValuegameplay::MaterialParameter
methodgameplay::MaterialParameter
Ref()gameplay::Ref [protected]
Ref(const Ref &copy)gameplay::Ref [protected]
release()gameplay::Ref
removeChannel(Animation::Channel *channel)gameplay::AnimationTarget [protected]
samplerArrayValuegameplay::MaterialParameter
samplerValuegameplay::MaterialParameter
SCALAR enum value (defined in gameplay::AnimationTarget)gameplay::AnimationTarget [protected]
setAnimationPropertyValue(int propertyId, AnimationValue *value, float blendWeight=1.0f)gameplay::MaterialParameter [virtual]
setFloat(float value)gameplay::MaterialParameter
setFloatArray(const float *values, unsigned int count, bool copy=false)gameplay::MaterialParameter
setInt(int value)gameplay::MaterialParameter
setIntArray(const int *values, unsigned int count, bool copy=false)gameplay::MaterialParameter
setMatrix(const Matrix &value)gameplay::MaterialParameter
setMatrixArray(const Matrix *values, unsigned int count, bool copy=false)gameplay::MaterialParameter
setSampler(const char *texturePath, bool generateMipmaps)gameplay::MaterialParameter
setSampler(const Texture::Sampler *value)gameplay::MaterialParameter
setSamplerArray(const Texture::Sampler **values, unsigned int count, bool copy=false)gameplay::MaterialParameter
setValue(float value)gameplay::MaterialParameter
setValue(int value)gameplay::MaterialParameter
setValue(const float *values, unsigned int count=1)gameplay::MaterialParameter
setValue(const int *values, unsigned int count=1)gameplay::MaterialParameter
setValue(const Vector2 &value)gameplay::MaterialParameter
setValue(const Vector2 *values, unsigned int count=1)gameplay::MaterialParameter
setValue(const Vector3 &value)gameplay::MaterialParameter
setValue(const Vector3 *values, unsigned int count=1)gameplay::MaterialParameter
setValue(const Vector4 &value)gameplay::MaterialParameter
setValue(const Vector4 *values, unsigned int count=1)gameplay::MaterialParameter
setValue(const Matrix &value)gameplay::MaterialParameter
setValue(const Matrix *values, unsigned int count=1)gameplay::MaterialParameter
setValue(const Texture::Sampler *sampler)gameplay::MaterialParameter
setValue(const Texture::Sampler **samplers, unsigned int count)gameplay::MaterialParameter
setValue(const char *texturePath, bool generateMipmaps)gameplay::MaterialParameter
setVector2(const Vector2 &value)gameplay::MaterialParameter
setVector2Array(const Vector2 *values, unsigned int count, bool copy=false)gameplay::MaterialParameter
setVector3(const Vector3 &value)gameplay::MaterialParameter
setVector3Array(const Vector3 *values, unsigned int count, bool copy=false)gameplay::MaterialParameter
setVector4(const Vector4 &value)gameplay::MaterialParameter
setVector4Array(const Vector4 *values, unsigned int count, bool copy=false)gameplay::MaterialParameter
TargetType enum namegameplay::AnimationTarget [protected]
TRANSFORM enum value (defined in gameplay::AnimationTarget)gameplay::AnimationTarget [protected]
~AnimationTarget()gameplay::AnimationTarget [protected, virtual]
~Ref()gameplay::Ref [protected, virtual]
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