Developer Documentation
GLSL::Program Member List

This is the complete list of members for GLSL::Program, including all inherited members.

attach(PtrConstShader _shader)GLSL::Program
bindAttributeLocation(unsigned int _index, const char *_name)GLSL::Program
bindFragDataLocation(unsigned int _index, const char *_name)GLSL::Program
detach(PtrConstShader _shader)GLSL::Program
disable()GLSL::Program
getAttributeLocation(const char *_name)GLSL::Program
getFragDataLocation(const char *_name)GLSL::Program
getProgramId()GLSL::Program
getUniformBlockIndex(const char *_name)GLSL::Program
getUniformBlockOffsets(int _numUniforms, const char **_names, int *_outOffsets)GLSL::Program
getUniformBlockSize(GLuint _index)GLSL::Program
getUniformBlockSize(const char *_name)GLSL::Program
getUniformLocation(const char *_name)GLSL::Program
isActive()GLSL::Program
isLinked()GLSL::Program
link()GLSL::Program
m_linkedShaders (defined in GLSL::Program)GLSL::Programprivate
m_linkStatus (defined in GLSL::Program)GLSL::Programprivate
m_programId (defined in GLSL::Program)GLSL::Programprivate
Program()GLSL::Program
setGeometryInputType(GLint _type)GLSL::Program
setGeometryOutputType(GLint _type)GLSL::Program
setGeometryVertexCount(GLint _numVerticesOut)GLSL::Program
setUniform(const char *_name, GLint _value)GLSL::Program
setUniform(const char *_name, const ACG::Vec2i &_value)GLSL::Program
setUniform(const char *_name, const ACG::Vec3i &_value)GLSL::Program
setUniform(const char *_name, const ACG::Vec4i &_value)GLSL::Program
setUniform(const char *_name, GLuint _value)GLSL::Program
setUniform(const char *_name, const ACG::Vec2ui &_value)GLSL::Program
setUniform(const char *_name, const ACG::Vec3ui &_value)GLSL::Program
setUniform(const char *_name, const ACG::Vec4ui &_value)GLSL::Program
setUniform(const char *_name, GLfloat _value)GLSL::Program
setUniform(const char *_name, const ACG::Vec2f &_value)GLSL::Program
setUniform(const char *_name, const ACG::Vec3f &_value)GLSL::Program
setUniform(const char *_name, const ACG::Vec4f &_value)GLSL::Program
setUniform(const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false)GLSL::Program
setUniform(const char *_name, const GLint *_values, int _count)GLSL::Program
setUniform(const char *_name, const GLfloat *_values, int _count)GLSL::Program
setUniform(const char *_name, const ACG::Vec2f *_values, int _count)GLSL::Program
setUniform(const char *_name, const ACG::Vec3f *_values, int _count)GLSL::Program
setUniform(const char *_name, const ACG::Vec4f *_values, int _count)GLSL::Program
setUniform(const char *_name, int _index, bool _value)GLSL::Program
setUniform(const char *_name, int _index, int _value)GLSL::Program
setUniform(const char *_name, int _index, float _value)GLSL::Program
setUniformBlockBinding(GLuint _index, int _binding)GLSL::Program
setUniformBlockBinding(const char *_name, int _binding)GLSL::Program
setUniformMat3(const char *_name, const ACG::GLMatrixf &_value, bool _transposed=false)GLSL::Program
use()GLSL::Program
~Program()GLSL::Programvirtual