, 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] |