cocos2d-x  3.0alpha1
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GLProgram Member List

This is the complete list of members for GLProgram, including all inherited members.

_autoReleaseCountObjectprotected
_IDObject
_luaIDObject
_referenceObjectprotected
acceptVisitor(DataVisitor &visitor)Objectvirtual
addAttribute(const char *attributeName, GLuint index)GLProgram
ATTRIBUTE_NAME_COLORGLProgramstatic
ATTRIBUTE_NAME_POSITIONGLProgramstatic
ATTRIBUTE_NAME_TEX_COORDGLProgramstatic
autorelease()Object
fragmentShaderLog() const GLPrograminline
getFragmentShaderLog() const GLProgram
getProgram() const GLPrograminline
getProgramLog() const GLProgram
getUniformLocationForName(const char *name) const GLProgram
getVertexShaderLog() const GLProgram
GLProgram()GLProgram
initWithVertexShaderByteArray(const GLchar *vShaderByteArray, const GLchar *fShaderByteArray)GLProgram
initWithVertexShaderFilename(const char *vShaderFilename, const char *fShaderFilename)GLProgram
isEqual(const Object *object)Objectvirtual
isSingleReference() const Object
link()GLProgram
Object()Object
programLog() const GLPrograminline
release()Objectinline
reset()GLProgram
retain()Objectinline
retainCount() const Object
setUniformLocationWith1f(GLint location, GLfloat f1)GLProgram
setUniformLocationWith1i(GLint location, GLint i1)GLProgram
setUniformLocationWith2f(GLint location, GLfloat f1, GLfloat f2)GLProgram
setUniformLocationWith2fv(GLint location, GLfloat *floats, unsigned int numberOfArrays)GLProgram
setUniformLocationWith2i(GLint location, GLint i1, GLint i2)GLProgram
setUniformLocationWith2iv(GLint location, GLint *ints, unsigned int numberOfArrays)GLProgram
setUniformLocationWith3f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3)GLProgram
setUniformLocationWith3fv(GLint location, GLfloat *floats, unsigned int numberOfArrays)GLProgram
setUniformLocationWith3i(GLint location, GLint i1, GLint i2, GLint i3)GLProgram
setUniformLocationWith3iv(GLint location, GLint *ints, unsigned int numberOfArrays)GLProgram
setUniformLocationWith4f(GLint location, GLfloat f1, GLfloat f2, GLfloat f3, GLfloat f4)GLProgram
setUniformLocationWith4fv(GLint location, GLfloat *floats, unsigned int numberOfArrays)GLProgram
setUniformLocationWith4i(GLint location, GLint i1, GLint i2, GLint i3, GLint i4)GLProgram
setUniformLocationWith4iv(GLint location, GLint *ints, unsigned int numberOfArrays)GLProgram
setUniformLocationWithMatrix2fv(GLint location, GLfloat *matrixArray, unsigned int numberOfMatrices)GLProgram
setUniformLocationWithMatrix3fv(GLint location, GLfloat *matrixArray, unsigned int numberOfMatrices)GLProgram
setUniformLocationWithMatrix4fv(GLint location, GLfloat *matrixArray, unsigned int numberOfMatrices)GLProgram
setUniformsForBuiltins()GLProgram
SHADER_NAME_POSITION_COLORGLProgramstatic
SHADER_NAME_POSITION_LENGTH_TEXTURE_COLORGLProgramstatic
SHADER_NAME_POSITION_TEXTUREGLProgramstatic
SHADER_NAME_POSITION_TEXTURE_A8_COLORGLProgramstatic
SHADER_NAME_POSITION_TEXTURE_ALPHA_TESTGLProgramstatic
SHADER_NAME_POSITION_TEXTURE_COLORGLProgramstatic
SHADER_NAME_POSITION_TEXTURE_U_COLORGLProgramstatic
SHADER_NAME_POSITION_U_COLORGLProgramstatic
UNIFORM_COS_TIME enum valueGLProgram
UNIFORM_MAX enum valueGLProgram
UNIFORM_MV_MATRIX enum valueGLProgram
UNIFORM_MVP_MATRIX enum valueGLProgram
UNIFORM_NAME_ALPHA_TEST_VALUEGLProgramstatic
UNIFORM_NAME_COS_TIMEGLProgramstatic
UNIFORM_NAME_MV_MATRIXGLProgramstatic
UNIFORM_NAME_MVP_MATRIXGLProgramstatic
UNIFORM_NAME_P_MATRIXGLProgramstatic
UNIFORM_NAME_RANDOM01GLProgramstatic
UNIFORM_NAME_SAMPLERGLProgramstatic
UNIFORM_NAME_SIN_TIMEGLProgramstatic
UNIFORM_NAME_TIMEGLProgramstatic
UNIFORM_P_MATRIX enum valueGLProgram
UNIFORM_RANDOM01 enum valueGLProgram
UNIFORM_SAMPLER enum valueGLProgram
UNIFORM_SIN_TIME enum valueGLProgram
UNIFORM_TIME enum valueGLProgram
update(float dt)Objectinlinevirtual
updateUniforms()GLProgram
use()GLProgram
VERTEX_ATTRIB_COLOR enum valueGLProgram
VERTEX_ATTRIB_MAX enum valueGLProgram
VERTEX_ATTRIB_POSITION enum valueGLProgram
VERTEX_ATTRIB_TEX_COORDS enum valueGLProgram
vertexShaderLog() const GLPrograminline
~GLProgram()GLProgramvirtual
~Object()Objectvirtual