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gameplay::SpriteBatch Member List
This is the complete list of members for gameplay::SpriteBatch, including all inherited members.
create(const char *texturePath, Effect *effect=NULL, unsigned int initialCapacity=0)gameplay::SpriteBatch [static]
create(Texture *texture, Effect *effect=NULL, unsigned int initialCapacity=0)gameplay::SpriteBatch [static]
draw(const Rectangle &dst, const Rectangle &src, const Vector4 &color=Vector4::one())gameplay::SpriteBatch
draw(const Vector3 &dst, const Rectangle &src, const Vector2 &scale, const Vector4 &color=Vector4::one())gameplay::SpriteBatch
draw(const Vector3 &dst, const Rectangle &src, const Vector2 &scale, const Vector4 &color, const Vector2 &rotationPoint, float rotationAngle)gameplay::SpriteBatch
draw(const Vector3 &dst, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color, const Vector2 &rotationPoint, float rotationAngle, bool positionIsCenter=false)gameplay::SpriteBatch
draw(float x, float y, float z, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color, const Vector2 &rotationPoint, float rotationAngle, bool positionIsCenter=false)gameplay::SpriteBatch
draw(const Vector3 &position, const Vector3 &right, const Vector3 &forward, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color, const Vector2 &rotationPoint, float rotationAngle)gameplay::SpriteBatch
draw(float x, float y, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color)gameplay::SpriteBatch
draw(float x, float y, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color, const Rectangle &clip)gameplay::SpriteBatch
draw(float x, float y, float z, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color, const Rectangle &clip)gameplay::SpriteBatch
draw(float x, float y, float z, float width, float height, float u1, float v1, float u2, float v2, const Vector4 &color, bool positionIsCenter=false)gameplay::SpriteBatch
draw(SpriteBatch::SpriteVertex *vertices, unsigned int vertexCount, unsigned short *indices, unsigned int indexCount)gameplay::SpriteBatch
finish()gameplay::SpriteBatch
getMaterial() const gameplay::SpriteBatch
getProjectionMatrix() const gameplay::SpriteBatch
getSampler() const gameplay::SpriteBatch
getStateBlock() const gameplay::SpriteBatch
isStarted() const gameplay::SpriteBatch
setProjectionMatrix(const Matrix &matrix)gameplay::SpriteBatch
start()gameplay::SpriteBatch
~SpriteBatch()gameplay::SpriteBatch [virtual]
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