, 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 | |