_commit(void) | BuddhaLib::HardwareEffect | [inline, virtual] |
_isGpuEffect(void) const | BuddhaLib::HardwareEffect | [inline, virtual] |
_setCurrentTechnique(_BuddhaHandle handle) | BuddhaLib::HardwareEffect | [inline, virtual] |
Begin() | BuddhaLib::HardwareEffect | [virtual] |
End() | BuddhaLib::HardwareEffect | [inline, virtual] |
GetCurrentTechnique() const | BuddhaLib::Effect | [virtual] |
GetLight(int idx) | BuddhaLib::HardwareEffect | [inline] |
GetNumTechniques(void) const | BuddhaLib::Effect | [virtual] |
m_pCurrentTechnique | BuddhaLib::Effect | [protected] |
mIsBegan | BuddhaLib::Effect | [protected] |
mTechniqueList | BuddhaLib::Effect | [protected] |
SetAmbientColor(const Color &color) | BuddhaLib::HardwareEffect | [inline] |
SetCurrentTechnique(LPCSTR name) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetCurrentTechnique(String &name) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetLightingEnabled(bool bLighting) | BuddhaLib::HardwareEffect | [inline] |
SetParameter(LPCSTR handle, const Matrix &mat) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const Matrix *, unsigned int count) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const D3DXVECTOR4 &vec) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const Vector3 &vec) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const Vector4 &vec) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const Texture2D *tex) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const float value) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetParameter(LPCSTR handle, const Color &color) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetProjectionMatrix(const Matrix &projMat) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetViewMatrix(const Matrix &viewMat) | BuddhaLib::HardwareEffect | [inline, virtual] |
SetWorldMatrix(const Matrix &worldMat) | BuddhaLib::HardwareEffect | [inline, virtual] |