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# vl::GLSLProgram Member List

This is the complete list of members for vl::GLSLProgram, including all inherited members.

apply(const Camera *) const | vl::GLSLProgram | `[virtual]`
applyUniformSet(const UniformSet *uniforms) const | vl::GLSLProgram |
as() | vl::Object | `[inline]`
as() const | vl::Object | `[inline]`
attachShader(GLSLShader *shader) | vl::GLSLProgram |
automaticDelete() const | vl::Object | `[inline]`
bindAttribLocation(unsigned int index, const std::string &name) | vl::GLSLProgram |
bindFragDataLocation(int color_number, const std::string &name) | vl::GLSLProgram |
className() | vl::GLSLProgram | `[inline, virtual]`
createProgram() | vl::GLSLProgram |
decReference() | vl::Object | `[inline]`
deleteProgram() | vl::GLSLProgram |
detachAllShaders() | vl::GLSLProgram |
detachShader(GLSLShader *shader) | vl::GLSLProgram |
disable() const | vl::RenderState | `[inline, virtual]`
enable() const | vl::RenderState | `[inline, virtual]`
fragDataLocationBinding(const std::string &name) const | vl::GLSLProgram |
geometryInputType() const | vl::GLSLProgram | `[inline]`
geometryOutputType() const | vl::GLSLProgram | `[inline]`
geometryVerticesOut() const | vl::GLSLProgram | `[inline]`
getAttribLocation(const char *name) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fvec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fvec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fvec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fmat2 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fmat3 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(int location, fmat4 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(int location, ivec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, ivec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(int location, ivec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fvec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fvec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fvec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fmat2 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fmat3 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, fmat4 &mat) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, ivec2 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, ivec3 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name, ivec4 &vec) const | vl::GLSLProgram | `[inline]`
getUniform(const std::string &name) | vl::GLSLProgram | `[inline]`
getUniformfv(int location, float *params) const | vl::GLSLProgram | `[inline]`
getUniformfv(const std::string &name, float *params) const | vl::GLSLProgram | `[inline]`
getUniformiv(int location, int *params) const | vl::GLSLProgram | `[inline]`
getUniformiv(const std::string &name, int *params) const | vl::GLSLProgram | `[inline]`
getUniformLocation(const std::string &name) const | vl::GLSLProgram | `[inline]`
GLSLProgram() | vl::GLSLProgram |
gocUniform(const std::string &name) | vl::GLSLProgram | `[inline]`
handle() const | vl::GLSLProgram | `[inline]`
incReference() | vl::Object | `[inline]`
infoLog() const | vl::GLSLProgram |
initResources() | vl::GLSLProgram | `[virtual]`
linked() const | vl::GLSLProgram | `[inline]`
linkProgram(bool force_relink=false) | vl::GLSLProgram |
linkStatus() const | vl::GLSLProgram |
maxVertexAttributes() | vl::GLSLProgram | `[static]`
mFragDataLocation | vl::GLSLProgram | `[protected]`
mGeometryInputType | vl::GLSLProgram | `[protected]`
mGeometryOutputType | vl::GLSLProgram | `[protected]`
mGeometryVerticesOut | vl::GLSLProgram | `[protected]`
mHandle | vl::GLSLProgram | `[protected]`
mName | vl::Object | `[protected]`
mScheduleLink | vl::GLSLProgram | `[protected]`
mShaders | vl::GLSLProgram | `[protected]`
mTextureUnit | vl::RenderState | `[protected]`
mUniformLocation | vl::GLSLProgram | `[protected]`
mUniformSet | vl::GLSLProgram | `[protected]`
name() const | vl::Object | `[inline]`
Object() | vl::Object | `[inline]`
Object(const Object &other) | vl::Object | `[inline]`
operator=(const Object &other) | vl::Object | `[inline]`
referenceCount() const | vl::Object | `[inline]`
Renderer class | vl::GLSLProgram | `[friend]`
RenderState() | vl::RenderState | `[inline]`
scheduleRelinking() | vl::GLSLProgram |
setAutomaticDelete(bool autodel_on) | vl::Object | `[inline]`
setGeometryInputType(EGeometryInputType type) | vl::GLSLProgram | `[inline]`
setGeometryOutputType(EGeometryOutputType type) | vl::GLSLProgram | `[inline]`
setGeometryVerticesOut(int vertex_count) | vl::GLSLProgram | `[inline]`
setName(const std::string &name) | vl::Object | `[inline]`
setUniform(Uniform *uniform) | vl::GLSLProgram | `[inline]`
setUniformSet(UniformSet *uniforms) | vl::GLSLProgram | `[inline]`
setUnitIndex(int unit_index) | vl::RenderState | `[inline]`
shader(int i) const | vl::GLSLProgram | `[inline]`
shader(int i) | vl::GLSLProgram | `[inline]`
shaderCount() const | vl::GLSLProgram | `[inline]`
textureUnit() const | vl::RenderState | `[inline]`
type() const | vl::GLSLProgram | `[inline, virtual]`
unbindFragDataLocation(const std::string &name) | vl::GLSLProgram |
uniformSet() | vl::GLSLProgram | `[inline]`
uniformSet() const | vl::GLSLProgram | `[inline]`
useProgram() const | vl::GLSLProgram |
validateProgram() const | vl::GLSLProgram |
~GLSLProgram() | vl::GLSLProgram |
~Object() | vl::Object | `[protected, virtual]`
~RenderState() | vl::RenderState | `[inline, virtual]`

Visualization Library v2009.08 Reference Documentation
Copyright 2005-2009 Michele Bosi. All rights reserved.
Updated on Sun Nov 29 11:11:46 2009.
Permission is granted to use this page to write and publish articles regarding Visualization Library.