, including all inherited members.
| apply() | Shader | [virtual] |
| bind() (defined in Shader) | Shader | [virtual] |
| blob (defined in Shader) | Shader | [protected] |
| BUFFER_HUD enum value (defined in Shader_Unreal) | Shader_Unreal | |
| BUFFER_MULTIPASS enum value (defined in Shader_Unreal) | Shader_Unreal | |
| BUFFERS enum name (defined in Shader_Unreal) | Shader_Unreal | |
| checkCompileResult(HRESULT hr) const | Shader | [protected] |
| clear(Vec4 &clearColor) const | Shader_Unreal | |
| clearDepth() const | Shader_Unreal | |
| compile(const D3D10_SHADER_MACRO *macros, DWORD shaderFlags) (defined in Shader_GouraudPolygon) | Shader_GouraudPolygon | [virtual] |
| compileUnrealShader(const wchar_t *filename, const D3D10_SHADER_MACRO *macros, DWORD shaderFlags, const D3D10_INPUT_ELEMENT_DESC *elementDesc, int numElements) (defined in Shader_Unreal) | Shader_Unreal | |
| createRenderTargetViews(ID3D10RenderTargetView *backbuffer, const DXGI_SWAP_CHAIN_DESC &swapChainDesc, int multiSampleCount) (defined in Shader_Unreal) | Shader_Unreal | [virtual] |
| Shader::createRenderTargetViews(DXGI_FORMAT format, DXGI_FORMAT depthFormat, float scaleX, float scaleY, int samples, const DXGI_SWAP_CHAIN_DESC &swapChainDesc) | Shader | [protected] |
| depthStencilView (defined in Shader) | Shader | [protected] |
| device (defined in Shader) | Shader | [protected] |
| effect (defined in Shader) | Shader | [protected] |
| fog(float dist, Vec4 *color) const (defined in Shader_GouraudPolygon) | Shader_GouraudPolygon | |
| fogColor | Shader_GouraudPolygon | |
| fogDist | Shader_GouraudPolygon | |
| geometryBuffer (defined in Shader) | Shader | [protected] |
| getGeometryBuffer() const (defined in Shader) | Shader | |
| getResourceView() const (defined in Shader) | Shader | |
| hr (defined in Shader) | Shader | [protected] |
| projectionMode | Shader_GouraudPolygon | |
| releaseRenderTargetViews() (defined in Shader_Unreal) | Shader_Unreal | [virtual] |
| renderTargetView (defined in Shader) | Shader | [protected] |
| setProjection(float aspect, float XoverZ, float zNear) const | Shader_Unreal | |
| setTexture(int pass, ID3D10ShaderResourceView *texture) const (defined in Shader_Unreal) | Shader_Unreal | [virtual] |
| setViewportSize(float x, float y) const (defined in Shader_Unreal) | Shader_Unreal | |
| Shader(ID3D10Device *device) | Shader | |
| Shader_GouraudPolygon(ID3D10Device *device) (defined in Shader_GouraudPolygon) | Shader_GouraudPolygon | |
| Shader_Unreal(ID3D10Device *device) (defined in Shader_Unreal) | Shader_Unreal | |
| shaderResourceView (defined in Shader) | Shader | [protected] |
| switchBuffers(enum BUFFERS buffer) | Shader_Unreal | |
| topology (defined in Shader) | Shader | [protected] |
| variables (defined in Shader_GouraudPolygon) | Shader_GouraudPolygon | |
| vertexLayout (defined in Shader) | Shader | [protected] |
| ~Shader() (defined in Shader) | Shader | [virtual] |
| ~Shader_Unreal() (defined in Shader_Unreal) | Shader_Unreal | [virtual] |