ProcessedFFMaterial Member List

This is the complete list of members for ProcessedFFMaterial, including all inherited members.

_addPass(U32 stageNum, FixedFuncFeatureData &featData)ProcessedFFMaterial [protected, virtual]
_construct()ProcessedFFMaterial [protected]
_createPasses(U32 stageNum, const GFXMaterialFeatureData::FeatureListHandle &features)ProcessedFFMaterial [protected]
_createTexture(const char *filename, GFXTextureProfile *profile)ProcessedMaterial [protected]
_determineFeatures(U32 stageNum, FixedFuncFeatureData &featData, const GFXMaterialFeatureData::FeatureListHandle &features)ProcessedFFMaterial [protected]
_getRenderStateIndex(const SceneGraphData &sgData)ProcessedMaterial [protected, virtual]
_initPassStateBlock(const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockDesc &result)ProcessedFFMaterial [protected, virtual]
_initRenderPassDataStateBlocks()ProcessedMaterial [protected, virtual]
_initRenderStateStateBlocks(const Material::BlendOp blendOp, U32 numTex, const U32 texFlags[Material::MAX_TEX_PER_PASS], GFXStateBlockRef renderStates[RenderPassData::STATE_MAX])ProcessedMaterial [protected, virtual]
_initStateBlockTemplates(GFXStateBlockDesc &stateTranslucent, GFXStateBlockDesc &stateGlow, GFXStateBlockDesc &stateReflect)ProcessedMaterial [protected, virtual]
_setBlendState(Material::BlendOp blendOp, GFXStateBlockDesc &desc)ProcessedMaterial [protected]
_setPassBlendOp()ProcessedFFMaterial [protected, virtual]
_setPrimaryLightInfo(MatrixF objTrans, LightInfo *light, U32 pass)ProcessedFFMaterial [protected, virtual]
_setRenderState(const SceneGraphData &sgData, const U32 pass)ProcessedMaterial [protected, virtual]
_setSecondaryLightInfo(MatrixF objTrans, LightInfo *light)ProcessedFFMaterial [protected, virtual]
_setStageData()ProcessedFFMaterial [protected, virtual]
addStateBlockDesc(const GFXStateBlockDesc &sb)ProcessedMaterial [virtual]
allocMaterialParameters()ProcessedFFMaterial [virtual]
cleanup(U32 pass)ProcessedFFMaterial [virtual]
dumpMaterialInfo()ProcessedMaterial [inline, virtual]
getDefaultMaterialParameters()ProcessedFFMaterial [virtual]
getMaterialParameterHandle(const String &name)ProcessedFFMaterial [virtual]
getMaterialParameters()ProcessedMaterial [inline, virtual]
getNumPasses()ProcessedMaterial [inline]
getNumStages()ProcessedFFMaterial [virtual]
getPass(U32 pass)ProcessedMaterial [inline]
getPass(U32 pass) const ProcessedMaterial [inline]
getStageFromPass(U32 pass) const ProcessedMaterial [inline]
hasGlow()ProcessedMaterial [inline]
init(const GFXMaterialFeatureData::FeatureListHandle &features, GFXVertexFlags vertFlags)ProcessedFFMaterial [virtual]
mCurrentParamsProcessedMaterial [protected]
mDefaultHandleProcessedFFMaterial [protected]
mDefaultParametersProcessedFFMaterial [protected]
mHasGlowProcessedMaterial [protected]
mHasSetStageDataProcessedMaterial [protected]
mIsLightingMaterialProcessedFFMaterial [protected]
mMaterialProcessedMaterial [protected]
mMaxStagesProcessedMaterial [protected]
mParamDescProcessedFFMaterial [protected]
mPassesProcessedMaterial [protected]
mStagesProcessedMaterial [protected]
mUserDefinedProcessedMaterial [protected]
mVertFlagsProcessedMaterial [protected]
Parent typedefProcessedFFMaterial [private]
ProcessedFFMaterial()ProcessedFFMaterial
ProcessedFFMaterial(Material &mat, const bool isLightingMaterial=false)ProcessedFFMaterial
ProcessedMaterial()ProcessedMaterial
setBuffers(GFXVertexBufferHandleBase *vertBuffer, GFXPrimitiveBufferHandle *primBuffer)ProcessedMaterial [virtual]
setEyePosition(MatrixF objTrans, Point3F position, U32 pass)ProcessedFFMaterial [virtual]
setLightInfo(SceneState *, const SceneGraphData &sgData, U32 pass)ProcessedFFMaterial [virtual]
setMaterialParameters(MaterialParameters *param, S32 pass)ProcessedMaterial [inline, virtual]
setTextureStages(SceneState *, const SceneGraphData &sgData, U32 pass)ProcessedFFMaterial [virtual]
setTransforms(const MatrixF &world, const MatrixF &view, const MatrixF &projection, const U32 pass)ProcessedFFMaterial [virtual]
setupPass(SceneState *, const SceneGraphData &sgData, U32 pass)ProcessedFFMaterial [virtual]
~ProcessedFFMaterial()ProcessedFFMaterial
~ProcessedMaterial()ProcessedMaterial [virtual]