Panda3D
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 valueRenderAttrib
markBamModified()TypedWritable
MConstant enum valueRenderAttrib
MEqual enum valueRenderAttrib
MEyeCubeMap enum valueRenderAttrib
MEyeNormal enum valueRenderAttrib
MEyePosition enum valueRenderAttrib
MEyeSphereMap enum valueRenderAttrib
MGreater enum valueRenderAttrib
MGreaterEqual enum valueRenderAttrib
MLess enum valueRenderAttrib
MLessEqual enum valueRenderAttrib
MLightVector enum valueRenderAttrib
MNever enum valueRenderAttrib
MNone enum valueRenderAttrib
MNotEqual enum valueRenderAttrib
MOff enum valueRenderAttrib
MPointSprite enum valueRenderAttrib
MUnused enum valueRenderAttrib
MWorldCubeMap enum valueRenderAttrib
MWorldNormal enum valueRenderAttrib
MWorldPosition enum valueRenderAttrib
output(ostream out)RenderAttrib
PandaCompareFunc enum nameRenderAttrib
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 nameRenderAttrib
unref()ReferenceCount
validateAttribs()RenderAttrib [static]
write(ostream out, int indent_level)RenderAttrib
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