MyGL
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This is the complete list of members for ShaderProgram, including all inherited members.
addShaders(Shader shader, Shaders... shaders) | ShaderProgram | inline |
isUsable() const noexcept | ShaderProgram | |
link() | ShaderProgram | |
operator!= (defined in ShaderProgram) | ShaderProgram | friend |
operator== (defined in ShaderProgram) | ShaderProgram | friend |
setFloat(const std::string &name, const glm::vec1 &value) const | ShaderProgram | |
setFloat(const std::string &name, const glm::vec2 &value) const | ShaderProgram | |
setFloat(const std::string &name, const glm::vec3 &value) const | ShaderProgram | |
setFloat(const std::string &name, const glm::vec4 &value) const | ShaderProgram | |
setFloat(const std::string &name, float v0, Args... values) const | ShaderProgram | inline |
setInt(const std::string &name, const glm::ivec1 &value) const | ShaderProgram | |
setInt(const std::string &name, const glm::ivec2 &value) const | ShaderProgram | |
setInt(const std::string &name, const glm::ivec3 &value) const | ShaderProgram | |
setInt(const std::string &name, const glm::ivec4 &value) const | ShaderProgram | |
setInt(const std::string &name, int v0, Args... values) const | ShaderProgram | inline |
setMat4(const std::string &name, const glm::mat4 &value) const | ShaderProgram | |
setUInt(const std::string &name, const glm::uvec1 &value) const | ShaderProgram | |
setUInt(const std::string &name, const glm::uvec2 &value) const | ShaderProgram | |
setUInt(const std::string &name, const glm::uvec3 &value) const | ShaderProgram | |
setUInt(const std::string &name, const glm::uvec4 &value) const | ShaderProgram | |
setUInt(const std::string &name, unsigned int v0, Args... values) const | ShaderProgram | inline |
ShaderProgram() noexcept=default | ShaderProgram | |
use() const | ShaderProgram |