GPU Splatting
1.0
A deffered render that draws the surface of point cloud data.
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This is the complete list of members for GL::GLProgram, including all inherited members.
attachShader(const GLShader &shader) | GL::GLProgram | |
bind() | GL::GLProgram | |
bindFragDataLocation(int loc, const char *variableName) | GL::GLProgram | |
getAttributeByName(char const *name) | GL::GLProgram | |
getNumberOfAttributes() | GL::GLProgram | |
getNumberOfUniforms() | GL::GLProgram | |
getUniformByName(char const *name) | GL::GLProgram | |
GLProgram() (defined in GL::GLProgram) | GL::GLProgram | explicit |
initialize() | GL::GLProgram | |
link() | GL::GLProgram | |
setUniform(const char *name, float u) | GL::GLProgram | |
setUniform(const char *name, int u) | GL::GLProgram | |
setUniform(const char *name, const glm::vec2 &u) | GL::GLProgram | |
setUniform(const char *name, const glm::vec3 &u) | GL::GLProgram | |
setUniform(const char *name, const glm::vec4 &u) | GL::GLProgram | |
setUniform(const char *name, const glm::mat3 &u) | GL::GLProgram | |
setUniform(const char *name, const glm::mat4 &u) | GL::GLProgram | |
setUniform(const char *name, const std::vector< glm::mat4 > &u) | GL::GLProgram | |
setUniform(const char *name, const GLTexture &tex, int iTextureSlot) | GL::GLProgram |