, including all inherited members.
active_render_state (defined in Renderer) | Renderer | [protected] |
active_shader_program (defined in Renderer) | Renderer | [protected] |
clearAttributes(VertexArray *vertex_array) (defined in RendererGL) | RendererGL | |
clearColor() (defined in RendererGL) | RendererGL | [virtual] |
clearDepth() (defined in RendererGL) | RendererGL | [virtual] |
clearStencil() (defined in RendererGL) | RendererGL | [virtual] |
endFrame() (defined in RendererGL) | RendererGL | [virtual] |
enqueue(Geometry *mesh) (defined in RendererGL) | RendererGL | [virtual] |
ensure() (defined in RendererGL) | RendererGL | [virtual] |
finish() (defined in RendererGL) | RendererGL | [virtual] |
flush() (defined in RendererGL) | RendererGL | [virtual] |
getLimits() | Renderer | [inline] |
getShaderHasUniform(ShaderProgram *shader_program, const char *name) (defined in RendererGL) | RendererGL | [virtual] |
getViewportDimensions(u32 *width, u32 *height) (defined in RendererGL) | RendererGL | [virtual] |
init() (defined in RendererGL) | RendererGL | [virtual] |
limits (defined in Renderer) | Renderer | [protected] |
loadCubeMap(CubeMap *cubemap, u8 **pixels, u32 width, u32 height, u32 bpp) (defined in RendererGL) | RendererGL | [virtual] |
loadIndexArray(VertexArray *vertex_array, void *new_array, u32 n, AttributeUsage_t usage) (defined in RendererGL) | RendererGL | [virtual] |
loadRenderTarget(RenderTarget *target, u32 n_textures, bool include_depth_buffer, bool include_stencil_buffer) (defined in RendererGL) | RendererGL | [virtual] |
loadShaderProgram(ShaderProgram *shader_program, char *desc, char *prefix) (defined in RendererGL) | RendererGL | [virtual] |
loadTexture(Texture *texture, u8 *pixels, u32 width, u32 height, TextureFormat_t format, bool generate_mipmaps, TextureFilter_t filter, TextureWrap_t wrap) (defined in RendererGL) | RendererGL | [virtual] |
loadVertexArray(VertexArray *vertex_array, void *new_array, u32 n, AttributeUsage_t usage) (defined in RendererGL) | RendererGL | [virtual] |
produceScreenshot(char *filename) (defined in RendererGL) | RendererGL | [virtual] |
projection (defined in Renderer) | Renderer | [protected] |
projectionInverse (defined in Renderer) | Renderer | [protected] |
reloadIndexArray(VertexArray *vertex_array, void *new_array, u32 n) (defined in RendererGL) | RendererGL | [virtual] |
reloadVertexArray(VertexArray *vertex_array, void *new_array, u32 n) (defined in RendererGL) | RendererGL | [virtual] |
render(Geometry *mesh) | RendererGL | [virtual] |
Renderer() (defined in Renderer) | Renderer | |
RendererGL() (defined in RendererGL) | RendererGL | |
renderQueued() (defined in RendererGL) | RendererGL | [virtual] |
screenshot_filename (defined in Renderer) | Renderer | [protected] |
setAttributes(VertexArray *vertex_array) (defined in RendererGL) | RendererGL | [virtual] |
setClearColor(vec4f color) (defined in RendererGL) | RendererGL | [virtual] |
setClearDepth(f32 depth) (defined in RendererGL) | RendererGL | [virtual] |
setClearStencil(i32 stencil) (defined in RendererGL) | RendererGL | [virtual] |
setMatrices(Camera *camera) (defined in RendererGL) | RendererGL | [virtual] |
setRenderState(RenderState *render_state) (defined in RendererGL) | RendererGL | [virtual] |
setRenderTarget(RenderTarget *target) (defined in RendererGL) | RendererGL | [virtual] |
setShaderProgram(ShaderProgram *shader_program) (defined in RendererGL) | RendererGL | [virtual] |
setUniform(Uniform *uniform) (defined in RendererGL) | RendererGL | [virtual] |
setViewport(i32 x, i32 y, u32 width, u32 height) (defined in RendererGL) | RendererGL | [virtual] |
shareDepthBuffer(RenderTarget *dst, RenderTarget *src) (defined in RendererGL) | RendererGL | [virtual] |
swapBuffers() | RendererGL | [virtual] |
take_screenshot (defined in Renderer) | Renderer | [protected] |
unloadCubeMap(CubeMap *cubemap) (defined in RendererGL) | RendererGL | [virtual] |
unloadIndexArray(VertexArray *vertex_array) (defined in RendererGL) | RendererGL | [virtual] |
unloadRenderTarget(RenderTarget *target) (defined in RendererGL) | RendererGL | [virtual] |
unloadShaderProgram(ShaderProgram *shader_program) (defined in RendererGL) | RendererGL | [virtual] |
unloadTexture(Texture *texture) (defined in RendererGL) | RendererGL | [virtual] |
unloadVertexArray(VertexArray *vertex_array) (defined in RendererGL) | RendererGL | [virtual] |
view (defined in Renderer) | Renderer | [protected] |
viewInverse (defined in Renderer) | Renderer | [protected] |
viewport_offset (defined in Renderer) | Renderer | [protected] |
viewport_size (defined in Renderer) | Renderer | [protected] |
viewProjection (defined in Renderer) | Renderer | [protected] |
viewProjectionInverse (defined in Renderer) | Renderer | [protected] |
world (defined in Renderer) | Renderer | [protected] |
worldInverse (defined in Renderer) | Renderer | [protected] |
~Renderer() (defined in Renderer) | Renderer | [virtual] |
~RendererGL() (defined in RendererGL) | RendererGL | |