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ProjtexShader Member List

This is the complete list of members for ProjtexShader, including all inherited members.
ReferenceCount::__pad0__ReferenceCount [protected]
Configurable::__pad0__TypedObject
_blendProjtexShader [protected]
_frustaFrustumShader [protected]
_multipass_onShader [protected]
_priorityShader [protected]
_type_handleProjtexShader [private, static]
_vizShader [static]
add_frustum(LensNode *frust)FrustumShader
apply(Node *node, const AllAttributesWrapper &init_state, const AllTransitionsWrapper &net_trans, GraphicsStateGuardian *gsg)ProjtexShader [virtual]
check_config() constConfigurable [inline]
config(void)ProjtexShader [virtual]
Configurable(void)Configurable [inline]
force_init_type()ProjtexShader [inline, virtual]
FrustumShader(void)FrustumShader [inline, protected]
get_class_type()ProjtexShader [inline, static]
get_num_frusta(void) constFrustumShader [inline]
get_priority(void) constShader [virtual]
get_texture(void)ProjtexShader [inline]
get_type() constProjtexShader [inline, virtual]
get_type_index() constTypedObject
get_viz(void)Shader [static]
init_type()ProjtexShader [inline, static]
is_dirty(void) constConfigurable [inline]
is_exact_type(TypeHandle handle) constTypedObject
is_of_type(TypeHandle handle) constTypedObject
LensVector typedefFrustumShader
make_dirty(void)Configurable [inline]
ReferenceCount::operator=(const ReferenceCount &)ReferenceCount [protected]
Configurable::operator=(const TypedObject &copy)TypedObject
pre_apply(Node *, const AllAttributesWrapper &, const AllTransitionsWrapper &, GraphicsStateGuardian *)Shader [virtual]
ProjtexShader(Texture *texture=NULL, ColorBlendProperty::Mode mode=ColorBlendProperty::M_multiply)ProjtexShader
PT(Texture) _textureProjtexShader [protected]
ref() constReferenceCount [protected]
ReferenceCount()ReferenceCount [protected]
ReferenceCount(const ReferenceCount &)ReferenceCount [protected]
remove_frustum(LensNode *frust)FrustumShader
set_multipass(bool on)Shader [virtual]
set_priority(int priority)Shader [virtual]
set_texture(Texture *texture)ProjtexShader [inline]
set_viz(Visualize *)Shader [static]
Shader()Shader [protected]
test_ref_count_integrity() constReferenceCount [protected]
TypedObject()TypedObject
TypedObject(const TypedObject &copy)TypedObject
unref() constReferenceCount [protected]
~FrustumShader(void)FrustumShader [inline, virtual]
~ProjtexShader()ProjtexShader [inline]
~ReferenceCount()ReferenceCount [protected]
~Shader(void)Shader [inline, virtual]

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