#include <texturecube.h>
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| TextureCube (Engine::Texture *pTexture, const Attribute &attribute) |
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virtual | ~TextureCube () |
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virtual void | create (Material *pMaterial) |
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virtual void | addShaderResources (Material *pMaterial) |
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virtual void | addShaderCode (Material *pMaterial) |
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| Texture (const char *baseSamplerName, TextureType target, const Attribute &attribute, bool projection, bool mixed) |
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| Texture (Engine::Texture *pTexture, const char *baseSamplerName, TextureType target, const Attribute &attribute, bool projection, bool mixed) |
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virtual | ~Texture () |
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virtual void | update (Material *pMaterial) |
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Engine::Texture * | getTexture () |
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virtual void | setTexture (Engine::Texture *pTexture) |
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bool | isProjection () |
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bool | isMixed () |
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| Sampler (const char *samplerName, const Attribute &attribute) |
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virtual | ~Sampler () |
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uint | getSamplerIndex () |
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◆ TextureCube()
Texel::TextureCube::TextureCube |
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Engine::Texture * | pTexture, |
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const Attribute & | attribute ) |
◆ ~TextureCube()
virtual Texel::TextureCube::~TextureCube |
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◆ addShaderCode()
virtual void Texel::TextureCube::addShaderCode |
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Material * | pMaterial | ) |
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◆ addShaderResources()
virtual void Texel::TextureCube::addShaderResources |
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Material * | pMaterial | ) |
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◆ create()
virtual void Texel::TextureCube::create |
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Material * | pMaterial | ) |
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◆ pNormalMatrix
Pointer to component containing the normal-matrix. Normal2D will only allocate if does not exist.
◆ pNormalVertex
Pointer to component containing the normal-attribute array. Normal2D will only allocate if does not exist.
The documentation for this class was generated from the following file: