Rasterfarm-SDK
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Texel::Normal2D Member List

This is the complete list of members for Texel::Normal2D, including all inherited members.

addShaderCode(Material *pMaterial)Texel::Normal2Dvirtual
addShaderResources(Material *pMaterial)Texel::Normal2Dvirtual
ambientTexel::Normal2Dprotected
attributeStringTexel::Texture2Dstatic
bitangentTexel::Normal2Dprotected
bitangentAttributeStringTexel::Normal2Dstatic
calculateTangentsTexel::Normal2Dprotected
create(Material *pMaterial)Texel::Normal2Dvirtual
createTangents(Shape::Geometry *pGeometry)Texel::Normal2D
diffuseTexel::Normal2Dprotected
getBiTangentArray()Texel::Normal2Dinline
getSamplerIndex()Texel::Samplerinline
getTangentArray()Texel::Normal2Dinline
getTexture()Texel::Textureinline
getTextureCoord()Texel::Texture2Dinline
isMixed()Texel::Textureinline
isProjection()Texel::Textureinline
mixedTexel::Textureprotected
modelTexel::Normal2Dprotected
Normal2D(float *pLightPosition, Engine::Texture *pTexture, const Attribute &attribute)Texel::Normal2D
Normal2D(float *pLightPosition, Engine::Texture *pTexture, const Vector3fArray &tangent, const Vector3fArray &bitangent, const Attribute &attribute)Texel::Normal2D
Normal2D(Raster::Light *pObject, Engine::Texture *pTexture, const Attribute &attribute)Texel::Normal2D
Normal2D(Raster::Light *pObject, Engine::Texture *pTexture, const Vector3fArray &tangent, const Vector3fArray &bitangent, const Attribute &attribute)Texel::Normal2D
pLightPositionTexel::Normal2Dprotected
pNormalMatrixTexel::Normal2Dprotected
pNormalVertexTexel::Normal2Dprotected
projectionTexel::Textureprotected
pTextureTexel::Textureprotected
Sampler(const char *samplerName, const Attribute &attribute)Texel::Sampler
samplerIndexTexel::Samplerprotected
samplerNameTexel::Samplerprotected
set(const Matrix4f &viewMatrix)Texel::Normal2Dvirtual
setAmbient(const Vertex3f &color)Texel::Normal2D
setDiffuse(const Vertex3f &color)Texel::Normal2D
setLight(float *pPosition)Texel::Normal2Dinline
setLight(Raster::Light *pObject)Texel::Normal2D
setSamplerName(uint samplerIndex)Texel::Samplerprotected
setShine(float shine)Texel::Normal2D
setSpecular(const Vertex3f &color)Texel::Normal2D
setTexture(Engine::Texture *pTexture)Texel::Texturevirtual
setTextureCoord(const Vector2f &textureCoord, uint index)Texel::Texture2D
setTextureCoordArray(const Vector2fArray &array)Texel::Texture2D
shineTexel::Normal2Dprotected
specularTexel::Normal2Dprotected
tangentTexel::Normal2Dprotected
tangentAttributeStringTexel::Normal2Dstatic
targetTexel::Textureprotected
Texture(const char *baseSamplerName, TextureType target, const Attribute &attribute, bool projection, bool mixed)Texel::Texture
Texture(Engine::Texture *pTexture, const char *baseSamplerName, TextureType target, const Attribute &attribute, bool projection, bool mixed)Texel::Texture
Texture2D(const Attribute &attribute, bool mixed=true, const char *baseSamplerName="s_texture2d")Texel::Texture2D
Texture2D(Engine::Texture *pTexture, const Attribute &attribute, bool mixed=true, const char *baseSamplerName="s_texture2d")Texel::Texture2D
textureCoordTexel::Texture2Dprotected
update(Material *pMaterial)Texel::Normal2Dvirtual
varyingStringTexel::Texture2Dstatic
viewPositionTexel::Normal2Dprotected
~Normal2D()Texel::Normal2Dvirtual
~Sampler()Texel::Samplervirtual
~Texture()Texel::Texturevirtual
~Texture2D()Texel::Texture2Dvirtual