Voxellancer
0.3
A game about voxels in space
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This is the complete list of members for Blitter, including all inherited members.
afterContextRebuild() override (defined in PostProcessingPass) | PostProcessingPass | protectedvirtual |
apply(FrameBuffer &frameBuffer, glow::FrameBufferObject *target) (defined in Blitter) | Blitter | virtual |
apply(FrameBuffer &frameBuffer, const RenderMetaData &metadata) override (defined in PostProcessingPass) | PostProcessingPass | virtual |
beforeContextDestroy() override (defined in PostProcessingPass) | PostProcessingPass | protectedvirtual |
beforeDraw(FrameBuffer &frameBuffer) (defined in PostProcessingPass) | PostProcessingPass | |
Blitter() (defined in Blitter) | Blitter | |
ContextDependant() (defined in ContextDependant) | ContextDependant | |
initialize() (defined in PostProcessingPass) | PostProcessingPass | protected |
isEnabled() (defined in PostProcessingPass) | PostProcessingPass | |
m_enabled (defined in PostProcessingPass) | PostProcessingPass | protected |
m_fragmentShader (defined in PostProcessingPass) | PostProcessingPass | protected |
m_inputMapping (defined in PostProcessingPass) | PostProcessingPass | protected |
m_name (defined in RenderPass) | RenderPass | protected |
m_output (defined in PostProcessingPass) | PostProcessingPass | protected |
m_program (defined in PostProcessingPass) | PostProcessingPass | protected |
m_quad (defined in PostProcessingPass) | PostProcessingPass | protected |
m_uniforms (defined in PostProcessingPass) | PostProcessingPass | protected |
m_vertexShader (defined in PostProcessingPass) | PostProcessingPass | protected |
name() const (defined in RenderPass) | RenderPass | |
PostProcessingPass(const std::string &name, std::shared_ptr< ScreenQuad > quad) (defined in PostProcessingPass) | PostProcessingPass | |
RenderPass(const std::string &name) (defined in RenderPass) | RenderPass | |
restoreUniforms() (defined in PostProcessingPass) | PostProcessingPass | protected |
setEnabled(bool enabled) (defined in PostProcessingPass) | PostProcessingPass | |
setFragmentShader(const std::string &output) (defined in PostProcessingPass) | PostProcessingPass | |
setInputMapping(const std::unordered_map< std::string, int > &inputMapping) (defined in PostProcessingPass) | PostProcessingPass | |
setOutput(const std::vector< int > &output) (defined in PostProcessingPass) | PostProcessingPass | |
setUniform(const std::string &name, const T &value) (defined in PostProcessingPass) | PostProcessingPass | |
~ContextDependant() (defined in ContextDependant) | ContextDependant |