Basic Image AlgorithmS Library  2.8.0
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BIAS::WoWDisplayShader Member List

This is the complete list of members for BIAS::WoWDisplayShader, including all inherited members.

ActivateFixedFunctionPipeline()BIAS::PerPixelProcessingBaseinline
CreateFragmentShaderProgram(const std::string &fragmentShaderCode)BIAS::PerPixelProcessingBase
CreateFragmentShaderProgramFromFile(const std::string &fragmentShaderPath)BIAS::PerPixelProcessingBase
Draw()BIAS::WoWDisplayShader
FlipColorImage(bool flip)BIAS::WoWDisplayShaderinline
GetBatch_()BIAS::PerPixelProcessingBaseinlineprotected
GetDepthBufferMode_()BIAS::PerPixelProcessingBaseinlineprotected
GetElementBuffer_()BIAS::PerPixelProcessingBaseprotected
GetModelViewMatrix_()BIAS::PerPixelProcessingBaseprotected
GetProjectionMatrix_()BIAS::PerPixelProcessingBaseprotected
GetRenderTarget()BIAS::PerPixelProcessingBaseinline
GetShader()BIAS::PerPixelProcessingBaseinlineprotected
GetShaderProgram_()BIAS::PerPixelProcessingBaseinlineprotected
GetTextureFromDefaultRenderTarget()BIAS::PerPixelProcessingBaseinline
GetTextureFromDefaultRenderTarget(ImageBase &texture)BIAS::PerPixelProcessingBaseinline
GetVertexBuffer_()BIAS::PerPixelProcessingBaseprotected
GetViewport_()BIAS::PerPixelProcessingBaseinlineprotected
GetViewportHeight()BIAS::PerPixelProcessingBaseinline
GetViewportWidth()BIAS::PerPixelProcessingBaseinline
GetZBufferFromDefaultRenderTarget()BIAS::PerPixelProcessingBaseinline
Init(int mode=0)BIAS::WoWDisplayShader
InitBatch_()BIAS::PerPixelProcessingBaseinlineprotected
InitPrimitiveData_()BIAS::PerPixelProcessingBaseinlineprotected
InitVertexTransformation_()BIAS::PerPixelProcessingBaseinlineprotected
PerPixelProcessingBase()BIAS::PerPixelProcessingBase
SetColorImage(glfTexture2D *colorImage)BIAS::WoWDisplayShader
SetDefaultFloatRenderTarget(unsigned int width, unsigned height)BIAS::PerPixelProcessingBase
SetDefaultRenderTarget(unsigned int width, unsigned height, GLenum internalFormat=GL_LUMINANCE32F_ARB)BIAS::PerPixelProcessingBase
SetDefaultRGBRenderTarget(unsigned int width, unsigned height)BIAS::PerPixelProcessingBase
SetDisparityImage(glfTexture2D *dispImage)BIAS::WoWDisplayShader
SetHeader(std::vector< int > &header)BIAS::WoWDisplayShaderinline
SetRenderTarget(glfFramebufferObject *renderTarget)BIAS::PerPixelProcessingBaseinline
SetScale(float scale)BIAS::WoWDisplayShaderinline
SetViewPort(unsigned int width, unsigned int height)BIAS::PerPixelProcessingBaseinline
UseOcclLayer(bool occlLayer)BIAS::WoWDisplayShaderinline
WoWDisplayShader()BIAS::WoWDisplayShader
~PerPixelProcessingBase()BIAS::PerPixelProcessingBasevirtual
~WoWDisplayShader()BIAS::WoWDisplayShadervirtual