, including all inherited members.
GetActiveProgram() | VR3ShaderProgram | [inline, static] |
GetSource(const char *filename, std::string &filestr) | VR3ShaderProgram | [private] |
GetStdUniforms() | VR3ShaderProgram | [inline] |
m_program | VR3ShaderProgram | [private] |
m_std_uniforms | VR3ShaderProgram | [private] |
m_uniforms | VR3ShaderProgram | [private] |
ms_activeprogram | VR3ShaderProgram | [private, static] |
operator=(const VR3ShaderProgram &) | VR3ShaderProgram | [private] |
SendUniform1(const char *varname, GLfloat v0) | VR3ShaderProgram | |
SendUniform1(const char *varname, GLint v0) | VR3ShaderProgram | |
SendUniform1v(const char *varname, GLsizei count, GLfloat *value) | VR3ShaderProgram | |
SendUniform1v(const char *varname, GLsizei count, GLint *value) | VR3ShaderProgram | |
SendUniform2(const char *varname, GLfloat v0, GLfloat v1) | VR3ShaderProgram | |
SendUniform2(const char *varname, GLint v0, GLint v1) | VR3ShaderProgram | |
SendUniform2v(const char *varname, GLsizei count, GLfloat *value) | VR3ShaderProgram | |
SendUniform2v(const char *varname, GLsizei count, GLint *value) | VR3ShaderProgram | |
SendUniform3(const char *varname, GLfloat v0, GLfloat v1, GLfloat v2) | VR3ShaderProgram | |
SendUniform3(const char *varname, GLint v0, GLint v1, GLint v2) | VR3ShaderProgram | |
SendUniform3v(const char *varname, GLsizei count, GLfloat *value) | VR3ShaderProgram | |
SendUniform3v(const char *varname, GLsizei count, GLint *value) | VR3ShaderProgram | |
SendUniform4(const char *varname, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) | VR3ShaderProgram | |
SendUniform4(const char *varname, GLint v0, GLint v1, GLint v2, GLint v3) | VR3ShaderProgram | |
SendUniform4v(const char *varname, GLsizei count, GLfloat *value) | VR3ShaderProgram | |
SendUniform4v(const char *varname, GLsizei count, GLint *value) | VR3ShaderProgram | |
SendUniformMatrix2fv(const char *varname, GLsizei count, bool transpose, GLfloat *value) | VR3ShaderProgram | |
SendUniformMatrix3fv(const char *varname, GLsizei count, bool transpose, GLfloat *value) | VR3ShaderProgram | |
SendUniformMatrix4fv(const char *varname, GLsizei count, bool transpose, GLfloat *value) | VR3ShaderProgram | |
SendUniformTexture(const char *varname, unsigned int unit_id) | VR3ShaderProgram | |
SplitShaders(const std::string &shaders, std::string &vertex, std::string &geometry, std::string &fragment) | VR3ShaderProgram | [private] |
Start() | VR3ShaderProgram | |
Stop() | VR3ShaderProgram | |
VR3ShaderManager class | VR3ShaderProgram | [friend] |
VR3ShaderProgram(const VR3ShaderProgram &) | VR3ShaderProgram | [private] |
VR3ShaderProgram(const char *shader, bool code_in_par) | VR3ShaderProgram | |
VR3ShaderProgram(const char *vertex, const char *geometry, const char *fragment, bool code_in_par) | VR3ShaderProgram | |
~VR3ShaderProgram() | VR3ShaderProgram | |