Documentation de SFML 2.6.1
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This is the complete list of members for sf::Shader, including all inherited members.
bind(const Shader *shader) | sf::Shader | static |
CurrentTexture | sf::Shader | static |
Fragment enum value | sf::Shader | |
Geometry enum value | sf::Shader | |
getNativeHandle() const | sf::Shader | |
isAvailable() | sf::Shader | static |
isGeometryAvailable() | sf::Shader | static |
loadFromFile(const std::string &filename, Type type) | sf::Shader | |
loadFromFile(const std::string &vertexShaderFilename, const std::string &fragmentShaderFilename) | sf::Shader | |
loadFromFile(const std::string &vertexShaderFilename, const std::string &geometryShaderFilename, const std::string &fragmentShaderFilename) | sf::Shader | |
loadFromMemory(const std::string &shader, Type type) | sf::Shader | |
loadFromMemory(const std::string &vertexShader, const std::string &fragmentShader) | sf::Shader | |
loadFromMemory(const std::string &vertexShader, const std::string &geometryShader, const std::string &fragmentShader) | sf::Shader | |
loadFromStream(InputStream &stream, Type type) | sf::Shader | |
loadFromStream(InputStream &vertexShaderStream, InputStream &fragmentShaderStream) | sf::Shader | |
loadFromStream(InputStream &vertexShaderStream, InputStream &geometryShaderStream, InputStream &fragmentShaderStream) | sf::Shader | |
setParameter(const std::string &name, float x) | sf::Shader | |
setParameter(const std::string &name, float x, float y) | sf::Shader | |
setParameter(const std::string &name, float x, float y, float z) | sf::Shader | |
setParameter(const std::string &name, float x, float y, float z, float w) | sf::Shader | |
setParameter(const std::string &name, const Vector2f &vector) | sf::Shader | |
setParameter(const std::string &name, const Vector3f &vector) | sf::Shader | |
setParameter(const std::string &name, const Color &color) | sf::Shader | |
setParameter(const std::string &name, const Transform &transform) | sf::Shader | |
setParameter(const std::string &name, const Texture &texture) | sf::Shader | |
setParameter(const std::string &name, CurrentTextureType) | sf::Shader | |
setUniform(const std::string &name, float x) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Vec2 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Vec3 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Vec4 &vector) | sf::Shader | |
setUniform(const std::string &name, int x) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Ivec2 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Ivec3 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Ivec4 &vector) | sf::Shader | |
setUniform(const std::string &name, bool x) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Bvec2 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Bvec3 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Bvec4 &vector) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Mat3 &matrix) | sf::Shader | |
setUniform(const std::string &name, const Glsl::Mat4 &matrix) | sf::Shader | |
setUniform(const std::string &name, const Texture &texture) | sf::Shader | |
setUniform(const std::string &name, CurrentTextureType) | sf::Shader | |
setUniformArray(const std::string &name, const float *scalarArray, std::size_t length) | sf::Shader | |
setUniformArray(const std::string &name, const Glsl::Vec2 *vectorArray, std::size_t length) | sf::Shader | |
setUniformArray(const std::string &name, const Glsl::Vec3 *vectorArray, std::size_t length) | sf::Shader | |
setUniformArray(const std::string &name, const Glsl::Vec4 *vectorArray, std::size_t length) | sf::Shader | |
setUniformArray(const std::string &name, const Glsl::Mat3 *matrixArray, std::size_t length) | sf::Shader | |
setUniformArray(const std::string &name, const Glsl::Mat4 *matrixArray, std::size_t length) | sf::Shader | |
Shader() | sf::Shader | |
Type enum name | sf::Shader | |
Vertex enum value | sf::Shader | |
~Shader() | sf::Shader |