UniShader
1.0.0a
Interface for GPGPU and working with shader programs
|
apply() | Uniform | |
clearSource() | Uniform | |
deactivateTextureSource() | Uniform | |
getClassName() const | Uniform | [virtual] |
getGLSLType() const | Uniform | |
getName() const | Uniform | |
getSource() | Uniform | |
handleSignal(unsigned int signalID, const ObjectBase *callerPtr) | Uniform | [virtual] |
isMatrixTransposed() | Uniform | |
ObjectBase() | ObjectBase | [inline, protected] |
prepare() | Uniform | |
Ptr typedef | Uniform | |
PtrConst typedef | Uniform | |
setSource(float *arr, unsigned int size) | Uniform | |
setSource(std::vector< float > vec) | Uniform | |
setSource(TextureBuffer::Ptr &textureBuffer) | Uniform | |
signalPtr (defined in SignalReceiver) | SignalReceiver | [protected] |
SignalReceiver() (defined in SignalReceiver) | SignalReceiver | [protected] |
transposeMatrix(bool transpose) | Uniform | |
Uniform(ShaderProgram &program, std::string name) (defined in Uniform) | Uniform | |
~SignalReceiver() (defined in SignalReceiver) | SignalReceiver | |
~Uniform() (defined in Uniform) | Uniform |