bindState(VertexAttribLocations &attribs)=0 | IShader | [pure virtual] |
compileAndLink(void)=0 | IShader | [pure virtual] |
create(void) | IShader | [static] |
deactivateProgram(void)=0 | IShader | [pure virtual] |
getActiveUniforms(void)=0 | IUniformState | [pure virtual] |
getBuildLog(void)=0 | IShader | [pure virtual] |
getShaderTypeName(int type) | IShader | [static] |
getUniform(int index)=0 | IUniformState | [pure virtual] |
init(void)=0 | IShader | [pure virtual] |
isShaderTypeAvailable(int type)=0 | IShader | [pure virtual] |
MAX_SHADER_TYPES enum value (defined in IShader) | IShader | |
setGeometryInputType(int type)=0 | IShader | [pure virtual] |
setGeometryOutputType(int type)=0 | IShader | [pure virtual] |
setShaderSource(int shaderType, const QString &source)=0 | IShader | [pure virtual] |
setUniform(int index, const CUniform &u)=0 | IUniformState | [pure virtual] |
shaderType_e enum name | IShader | |
shutdown(void)=0 | IShader | [pure virtual] |
TYPE_FRAGMENT enum value (defined in IShader) | IShader | |
TYPE_GEOMETRY enum value (defined in IShader) | IShader | |
TYPE_VERTEX enum value (defined in IShader) | IShader | |
~IShader(void) | IShader | [inline, virtual] |
~IUniformState(void) (defined in IUniformState) | IUniformState | [inline, virtual] |