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ゲームグラフィックス特論
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継承メンバを含む gg::GgSimpleShader::LightBuffer の全メンバ一覧です。
| bind() const | gg::GgUniformBuffer< Light > | inline |
| copy(GLuint src_buffer, GLint src_first=0, GLint dst_first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
| fill(const GLvoid *data, GLint offset=0, GLsizei size=sizeof(Light), GLint first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
| getBuffer() const | gg::GgUniformBuffer< Light > | inline |
| getCount() const | gg::GgUniformBuffer< Light > | inline |
| getStride() const | gg::GgUniformBuffer< Light > | inline |
| getTarget() const | gg::GgUniformBuffer< Light > | inline |
| GgUniformBuffer() | gg::GgUniformBuffer< Light > | inline |
| GgUniformBuffer(const Light *data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
| GgUniformBuffer(const Light &data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
| LightBuffer(const Light *light=nullptr, GLsizei count=1, GLenum usage=GL_STATIC_DRAW) | gg::GgSimpleShader::LightBuffer | inline |
| LightBuffer(const Light &light, GLsizei count=1, GLenum usage=GL_STATIC_DRAW) | gg::GgSimpleShader::LightBuffer | inline |
| load(const Light *light, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| load(const Light &light, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| GgUniformBuffer< Light >::load(const Light *data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
| GgUniformBuffer< Light >::load(const Light &data, GLsizei count, GLenum usage=GL_STATIC_DRAW) | gg::GgUniformBuffer< Light > | inline |
| loadAmbient(GLfloat r, GLfloat g, GLfloat b, GLfloat a=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
| loadAmbient(const GLfloat *ambient, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| loadColor(const Light &color, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
| loadDiffuse(GLfloat r, GLfloat g, GLfloat b, GLfloat a=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
| loadDiffuse(const GLfloat *diffuse, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| loadPosition(GLfloat x, GLfloat y, GLfloat z, GLfloat w=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
| loadPosition(const GgVector &position, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
| loadPosition(const GLfloat *position, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| loadPosition(const GgVector *position, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| loadSpecular(GLfloat r, GLfloat g, GLfloat b, GLfloat a=1.0f, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | |
| loadSpecular(const GLfloat *specular, GLint first=0, GLsizei count=1) const | gg::GgSimpleShader::LightBuffer | inline |
| map() const | gg::GgUniformBuffer< Light > | inline |
| map(GLint first, GLsizei count) const | gg::GgUniformBuffer< Light > | inline |
| read(GLvoid *data, GLint offset=0, GLsizei size=sizeof(Light), GLint first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
| select(GLint i=0) const | gg::GgSimpleShader::LightBuffer | inline |
| send(const GLvoid *data, GLint offset=0, GLsizei size=sizeof(Light), GLint first=0, GLsizei count=0) const | gg::GgUniformBuffer< Light > | inline |
| unbind() const | gg::GgUniformBuffer< Light > | inline |
| unmap() const | gg::GgUniformBuffer< Light > | inline |
| ~GgUniformBuffer() | gg::GgUniformBuffer< Light > | inlinevirtual |
| ~LightBuffer() | gg::GgSimpleShader::LightBuffer | inlinevirtual |