fluidvis
sx::Pass Member List

This is the complete list of members for sx::Pass, including all inherited members.

addRenderObject(RenderObject &object)sx::Pass
addTempRenderObjects(const vector< RenderObject * > &temp)sx::Pass
addUniform(Uniform &uniform)sx::Pass
applyWireframe(bool wireframe)sx::Passstatic
execute(vector< string > &input)sx::Passvirtual
getDepthTest()sx::Pass
getFragmentBlendFactor() const sx::Pass
getID() const sx::SXResource
getShader()sx::Pass
getTargetBlendFactor() const sx::Pass
getTempRenderObjects()sx::Pass
idsx::SXResourceprotected
isClearingColorBuffer() const sx::Pass
isClearingDepthBuffer() const sx::Pass
isLoaded() const sx::Passvirtual
isVisible() const sx::Pass
isWireframe() const sx::Pass
isWritingDepthBuffer()sx::Pass
load()sx::Passvirtual
Pass(const string &id)sx::Pass
removeRenderObject(const string &id)sx::Pass
removeRenderObjects()sx::Pass
removeUniform(const string &name)sx::Pass
removeUniforms()sx::Pass
render()sx::Pass
setClearColorBuffer(bool clear)sx::Pass
setClearDepthBuffer(bool clear)sx::Pass
setDepthTest(DepthTest test)sx::Pass
setEndLayer(UniformFloat *endLayer)sx::Pass
setFragmentBlendFactor(BlendFactor factor)sx::Pass
setLayerCoordinate(UniformFloat *layerCoordinate)sx::Pass
setOutput(RenderTarget &target, vector< Texture * > targets)sx::Pass
setOutput(RenderTarget &target, vector< Volume * > targets)sx::Pass
setOutput(BufferedMesh *target)sx::Pass
setShader(Shader *shader)sx::Pass
setStartLayer(UniformFloat *startLayer)sx::Pass
setTargetBlendFactor(BlendFactor factor)sx::Pass
setVisible(bool visible)sx::Pass
setWireframe(bool wireframe)sx::Pass
setWriteDepthBuffer(bool write)sx::Pass
useBackgroundQuad(bool use)sx::Pass
~Pass()sx::Pass
~SXResource()sx::SXResourcevirtual