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# ShaderAttrib Member List

This is the complete list of members for ShaderAttrib, including all inherited members.

autoGlossOn() | ShaderAttrib |
autoGlowOn() | ShaderAttrib |
autoNormalOn() | ShaderAttrib |
autoRampOn() | ShaderAttrib |
autoShader() | ShaderAttrib |
autoShadowOn() | ShaderAttrib |
clearAllShaderInputs() | ShaderAttrib |
clearFlag(int flag) | ShaderAttrib |
clearShader() | ShaderAttrib |
clearShaderInput(InternalName const id) | ShaderAttrib |
clearShaderInput(string id) | ShaderAttrib |
compareTo(RenderAttrib const other) | RenderAttrib |
compose(RenderAttrib const other) | RenderAttrib |
decodeFromBamStream(string data, BamReader reader) | TypedWritableReferenceCount | `[static]`
decodeFromBamStream(string data) | TypedWritableReferenceCount | `[static]`
encodeToBamStream() | TypedWritable |
encodeToBamStream(basic_stringchar data, BamWriter writer) | TypedWritable |
encodeToBamStream(basic_stringchar data) | TypedWritable |
garbageCollect() | RenderAttrib | `[static]`
getAutoShaderAttrib(RenderState const state) | RenderAttrib |
getBamModified() | TypedWritable |
getClassSlot() | ShaderAttrib | `[static]`
getClassType() | ShaderAttrib | `[static]`
getFlag(int flag) | ShaderAttrib |
getHash() | RenderAttrib |
getInstanceCount() | ShaderAttrib |
getNumAttribs() | RenderAttrib | `[static]`
getRefCount() | ReferenceCount |
getShader() | ShaderAttrib |
getShaderInput(InternalName const id) | ShaderAttrib |
getShaderInput(string id) | ShaderAttrib |
getShaderInputNodepath(InternalName const id) | ShaderAttrib |
getShaderInputPtr(InternalName const id) | ShaderAttrib |
getShaderInputTexture(InternalName const id) | ShaderAttrib |
getShaderInputVector(InternalName id) | ShaderAttrib |
getShaderPriority() | ShaderAttrib |
getSlot() | RenderAttrib |
getType() | TypedObject |
getTypeIndex() | TypedObject |
getUnique() | RenderAttrib |
hasShader() | ShaderAttrib |
invertCompose(RenderAttrib const other) | RenderAttrib |
isExactType(TypeHandle handle) | TypedObject |
isOfType(TypeHandle handle) | TypedObject |
listAttribs(ostream out) | RenderAttrib | `[static]`
lowerAttribCanOverride() | RenderAttrib |
make() | ShaderAttrib | `[static]`
makeDefault() | ShaderAttrib | `[static]`
makeOff() | ShaderAttrib | `[static]`
MAlways enum value | RenderAttrib |
markBamModified() | TypedWritable |
MConstant enum value | RenderAttrib |
MEqual enum value | RenderAttrib |
MEyeCubeMap enum value | RenderAttrib |
MEyeNormal enum value | RenderAttrib |
MEyePosition enum value | RenderAttrib |
MEyeSphereMap enum value | RenderAttrib |
MGreater enum value | RenderAttrib |
MGreaterEqual enum value | RenderAttrib |
MLess enum value | RenderAttrib |
MLessEqual enum value | RenderAttrib |
MLightVector enum value | RenderAttrib |
MNever enum value | RenderAttrib |
MNone enum value | RenderAttrib |
MNotEqual enum value | RenderAttrib |
MOff enum value | RenderAttrib |
MPointSprite enum value | RenderAttrib |
MUnused enum value | RenderAttrib |
MWorldCubeMap enum value | RenderAttrib |
MWorldNormal enum value | RenderAttrib |
MWorldPosition enum value | RenderAttrib |
output(ostream out) | RenderAttrib |
PandaCompareFunc enum name | RenderAttrib |
reduce(PyObject self) | TypedWritable |
reducePersist(PyObject self, PyObject pickler) | TypedWritable |
ref() | ReferenceCount |
registerWithReadFactory() | ShaderAttrib | `[static]`
setFlag(int flag, bool value) | ShaderAttrib |
setInstanceCount(int instance_count) | ShaderAttrib |
setShader(Shader const s, int priority) | ShaderAttrib |
setShader(Shader const s) | ShaderAttrib |
setShaderAuto(BitMaskunsigned int, 32 shader_switch, int priority) | ShaderAttrib |
setShaderAuto(BitMaskunsigned int, 32 shader_switch) | ShaderAttrib |
setShaderAuto(int priority) | ShaderAttrib |
setShaderAuto() | ShaderAttrib |
setShaderInput(InternalName const id, Mat3 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, Mat3 const v) | ShaderAttrib |
setShaderInput(InternalName const id, Mat4 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, Mat4 const v) | ShaderAttrib |
setShaderInput(InternalName const id, VBase2 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, VBase2 const v) | ShaderAttrib |
setShaderInput(InternalName const id, VBase3 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, VBase3 const v) | ShaderAttrib |
setShaderInput(InternalName const id, VBase4 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, VBase4 const v) | ShaderAttrib |
setShaderInput(InternalName const id, NodePath const np, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, NodePath const np) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayMat3 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayMat3 const v) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayVBase2 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayVBase2 const v) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayVBase3 const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayVBase3 const v) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayUnalignedLMatrix4f const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayUnalignedLMatrix4f const v) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayUnalignedLVecBase4f const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayUnalignedLVecBase4f const v) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArraydouble const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArraydouble const v) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayfloat const v, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, PointerToArrayfloat const v) | ShaderAttrib |
setShaderInput(InternalName const id, Texture tex, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, Texture tex) | ShaderAttrib |
setShaderInput(InternalName const id, double n1, double n2, double n3, double n4, int priority) | ShaderAttrib |
setShaderInput(InternalName const id, double n1, double n2, double n3, double n4) | ShaderAttrib |
setShaderInput(InternalName const id, double n1, double n2, double n3) | ShaderAttrib |
setShaderInput(InternalName const id, double n1, double n2) | ShaderAttrib |
setShaderInput(InternalName const id, double n1) | ShaderAttrib |
setShaderInput(InternalName const id) | ShaderAttrib |
setShaderInput(ShaderInput const inp) | ShaderAttrib |
setShaderOff(int priority) | ShaderAttrib |
setShaderOff() | ShaderAttrib |
testRefCountIntegrity() | ReferenceCount |
testRefCountNonzero() | ReferenceCount |
TexGenMode enum name | RenderAttrib |
unref() | ReferenceCount |
validateAttribs() | RenderAttrib | `[static]`
write(ostream out, int indent_level) | RenderAttrib |

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