OGRE: Member List

| OGRE 2.2.4 Object-Oriented Graphics Rendering Engine

Ogre::RTShader::HardwareSkinningFactory Member List

This is the complete list of members for Ogre::RTShader::HardwareSkinningFactory, including all inherited members.

AllocatedObject() | Ogre::AllocatedObject< Alloc > | inlineexplicit
createInstance(ScriptCompiler *compiler, PropertyAbstractNode *prop, Pass *pass, SGScriptTranslator *translator) | Ogre::RTShader::HardwareSkinningFactory | virtual
Ogre::RTShader::SubRenderStateFactory::createInstance() | Ogre::RTShader::SubRenderStateFactory | virtual
Ogre::RTShader::SubRenderStateFactory::createInstance(ScriptCompiler *compiler, PropertyAbstractNode *prop, TextureUnitState *texState, SGScriptTranslator *translator) | Ogre::RTShader::SubRenderStateFactory | inlinevirtual
createOrRetrieveInstance(SGScriptTranslator *translator) | Ogre::RTShader::SubRenderStateFactory | virtual
destroyAllInstances() | Ogre::RTShader::SubRenderStateFactory | virtual
destroyInstance(SubRenderState *subRenderState) | Ogre::RTShader::SubRenderStateFactory | virtual
getCustomShadowCasterMaterial(const SkinningType skinningType, ushort index) const | Ogre::RTShader::HardwareSkinningFactory |
getCustomShadowReceiverMaterial(const SkinningType skinningType, ushort index) const | Ogre::RTShader::HardwareSkinningFactory |
getMaxCalculableBoneCount() const | Ogre::RTShader::HardwareSkinningFactory | inline
getSingleton(void) | Ogre::RTShader::HardwareSkinningFactory | static
getSingletonPtr(void) | Ogre::RTShader::HardwareSkinningFactory | static
getType() const | Ogre::RTShader::HardwareSkinningFactory | virtual
HardwareSkinningFactory() | Ogre::RTShader::HardwareSkinningFactory |
operator delete(void *ptr) | Ogre::AllocatedObject< Alloc > | inline
operator delete(void *ptr, void *) | Ogre::AllocatedObject< Alloc > | inline
operator delete(void *ptr, const char *, int, const char *) | Ogre::AllocatedObject< Alloc > | inline
operator delete[](void *ptr) | Ogre::AllocatedObject< Alloc > | inline
operator delete[](void *ptr, const char *, int, const char *) | Ogre::AllocatedObject< Alloc > | inline
operator new(size_t sz, const char *file, int line, const char *func) | Ogre::AllocatedObject< Alloc > | inline
operator new(size_t sz) | Ogre::AllocatedObject< Alloc > | inline
operator new(size_t sz, void *ptr) | Ogre::AllocatedObject< Alloc > | inline
operator new[](size_t sz, const char *file, int line, const char *func) | Ogre::AllocatedObject< Alloc > | inline
operator new[](size_t sz) | Ogre::AllocatedObject< Alloc > | inline
prepareEntityForSkinning(const Entity *pEntity, SkinningType skinningType=ST_LINEAR, bool correctAntidpodalityHandling=false, bool shearScale=false) | Ogre::RTShader::HardwareSkinningFactory |
setCustomShadowCasterMaterials(const SkinningType skinningType, const MaterialPtr &caster1Weight, const MaterialPtr &caster2Weight, const MaterialPtr &caster3Weight, const MaterialPtr &caster4Weight) | Ogre::RTShader::HardwareSkinningFactory | virtual
setCustomShadowReceiverMaterials(const SkinningType skinningType, const MaterialPtr &receiver1Weight, const MaterialPtr &receiver2Weight, const MaterialPtr &receiver3Weight, const MaterialPtr &receiver4Weight) | Ogre::RTShader::HardwareSkinningFactory | virtual
setMaxCalculableBoneCount(ushort count) | Ogre::RTShader::HardwareSkinningFactory | inline
Singleton(void) | Ogre::Singleton< HardwareSkinningFactory > | inline
SubRenderStateFactory() | Ogre::RTShader::SubRenderStateFactory | inline
writeInstance(MaterialSerializer *ser, SubRenderState *subRenderState, Pass *srcPass, Pass *dstPass) | Ogre::RTShader::HardwareSkinningFactory | virtual
Ogre::RTShader::SubRenderStateFactory::writeInstance(MaterialSerializer *ser, SubRenderState *subRenderState, const TextureUnitState *srcTextureUnit, const TextureUnitState *dstTextureUnit) | Ogre::RTShader::SubRenderStateFactory | inlinevirtual
~AllocatedObject() | Ogre::AllocatedObject< Alloc > | inline
~Singleton(void) | Ogre::Singleton< HardwareSkinningFactory > | inline
~SubRenderStateFactory() | Ogre::RTShader::SubRenderStateFactory | virtual