MMSFBGL Member List

This is the complete list of members for MMSFBGL, including all inherited members.

allocFBO(GLuint fbo, GLuint tex, int width, int height)MMSFBGL
allocFBOandRBO(GLuint fbo, GLuint tex, GLuint rbo, int width, int height)MMSFBGL
allocTexture(GLuint tex, int width, int height)MMSFBGL
attachRenderBuffer2FrameBuffer(GLuint fbo, GLuint rbo, int width, int height)MMSFBGL
attachTexture2FrameBuffer(GLuint fbo, GLuint tex)MMSFBGL
bindBuffer(GLenum target, GLuint bo)MMSFBGL
bindFrameBuffer(GLuint ogl)MMSFBGL
bindTexture2D(GLuint tex)MMSFBGL
blitBuffer2Texture(GLuint dst_tex, bool realloc, void *buffer, int sw, int sh)MMSFBGL
bound_fboMMSFBGL [private]
bound_iboMMSFBGL [private]
bound_vboMMSFBGL [private]
buildShader(MMSFBGL_SHADER_TYPE shader_type, const char *shader_code, GLuint *shader)MMSFBGL [private]
buildShaderProgram(const char *fragment_shader_code, const char *vertex_shader_code, GLuint *program)MMSFBGL [private]
buildShaderProgram4Blitting(GLuint *program)MMSFBGL [private]
buildShaderProgram4BlittingFromAlpha(GLuint *program)MMSFBGL [private]
buildShaderProgram4Drawing(GLuint *program)MMSFBGL [private]
buildShaderProgram4ModulateBlitting(GLuint *program)MMSFBGL [private]
buildShaderProgram4ModulateBlittingFromAlpha(GLuint *program)MMSFBGL [private]
clear(unsigned char r=0x00, unsigned char g=0x00, unsigned char b=0x00, unsigned char a=0x00)MMSFBGL
current_color_aMMSFBGL [private]
current_color_bMMSFBGL [private]
current_color_gMMSFBGL [private]
current_color_rMMSFBGL [private]
current_matrixMMSFBGL [private]
deleteBuffer(GLuint bo)MMSFBGL
deleteFrameBuffer(GLuint fbo)MMSFBGL
deleteRenderBuffer(GLuint rbo)MMSFBGL
deleteShaders()MMSFBGL [private]
deleteTexture(GLuint tex)MMSFBGL
disableArrays()MMSFBGL
disableBlend()MMSFBGL
disableDepthTest()MMSFBGL
disableIndexBuffer()MMSFBGL
disableScissor()MMSFBGL
disableTexture2D()MMSFBGL
disableVertexBuffer()MMSFBGL
drawElements(MMS_VERTEX_ARRAY *vertices, MMS_VERTEX_ARRAY *normals, MMS_VERTEX_ARRAY *texcoords, MMS_INDEX_ARRAY *indices)MMSFBGL
drawElements(MMS_VERTEX_BUFFER *vertices, MMS_VERTEX_BUFFER *normals, MMS_VERTEX_BUFFER *texcoords, MMS_INDEX_BUFFER *indices)MMSFBGL
drawLine2D(float x1, float y1, float x2, float y2)MMSFBGL
drawLine2Di(int x1, int y1, int x2, int y2)MMSFBGL
drawRectangle2D(float x1, float y1, float x2, float y2)MMSFBGL
drawRectangle2Di(int x1, int y1, int x2, int y2)MMSFBGL
enableBlend(GLenum srcRGB=GL_SRC_ALPHA, GLenum dstRGB=GL_ONE_MINUS_SRC_ALPHA, GLenum srcAlpha=GL_ONE, GLenum dstAlpha=GL_ONE_MINUS_SRC_ALPHA)MMSFBGL
enableDepthTest(bool readonly=false)MMSFBGL
enableIndexBuffer(GLuint ibo)MMSFBGL
enableTexture2D(GLuint tex)MMSFBGL
enableVertexBuffer(GLuint vbo)MMSFBGL
fillRectangle2D(float x1, float y1, float x2, float y2)MMSFBGL
fillRectangle2Di(int x1, int y1, int x2, int y2)MMSFBGL
fillTriangle(float x1, float y1, float z1, float x2, float y2, float z2, float x3, float y3, float z3)MMSFBGL
fillTriangle2D(float x1, float y1, float x2, float y2, float x3, float y3)MMSFBGL
freeFBO(GLuint fbo, GLuint tex, GLuint rbo=0)MMSFBGL
FSColorLocMMSFBGL [private]
FSColorLoc_initializedMMSFBGL [private]
FSTextureLocMMSFBGL [private]
FSTextureLoc_initializedMMSFBGL [private]
genBuffer(GLuint *bo)MMSFBGL
genFrameBuffer(GLuint *fbo)MMSFBGL
genRenderBuffer(GLuint *rbo)MMSFBGL
genTexture(GLuint *tex)MMSFBGL
getCentralProjectionMatrix(MMSMatrix result, float left, float right, float bottom, float top, float nearZ, float farZ)MMSFBGL
getCurrentMatrix(MMSMatrix matrix)MMSFBGL
getError(const char *where, int line=__LINE__)MMSFBGL [private]
getParallelProjectionMatrix(MMSMatrix result, float left, float right, float bottom, float top, float nearZ, float farZ)MMSFBGL
getPerspectiveMatrix(MMSMatrix result, float fovy, float aspect, float nearZ, float farZ)MMSFBGL
getResolution(int *w, int *h)MMSFBGL
init(Display *x_display, int x_screen, Window x_window, int w, int h)MMSFBGL
initializedMMSFBGL [private]
initIndexBuffer(GLuint ibo, unsigned int size, const GLvoid *data=NULL)MMSFBGL
initIndexSubBuffer(GLuint ibo, unsigned int offset, unsigned int size, const GLvoid *data)MMSFBGL
initShaders()MMSFBGL [private]
initSubTexture2D(GLuint tex, void *buffer, GLenum buffer_format, int sw, int sh, int dx, int dy)MMSFBGL
initTexture2D(GLuint tex, GLenum texture_format, void *buffer, GLenum buffer_format, int sw, int sh)MMSFBGL
initVertexBuffer(GLuint vbo, unsigned int size, const GLvoid *data=NULL)MMSFBGL
initVertexSubBuffer(GLuint vbo, unsigned int offset, unsigned int size, const GLvoid *data)MMSFBGL
linkProgram(GLuint fragment_shader, GLuint vertex_shader, GLuint *program)MMSFBGL [private]
matrix_stackMMSFBGL [private]
MMSFBGL()MMSFBGL
MMSFBGL_SHADER_TYPE enum nameMMSFBGL [private]
MMSFBGL_SHADER_TYPE_FRAGMENT_SHADER enum valueMMSFBGL [private]
MMSFBGL_SHADER_TYPE_VERTEX_SHADER enum valueMMSFBGL [private]
po_blitMMSFBGL [private]
po_blit_fromalphaMMSFBGL [private]
po_currentMMSFBGL [private]
po_drawMMSFBGL [private]
po_modulateblitMMSFBGL [private]
po_modulateblit_fromalphaMMSFBGL [private]
popCurrentMatrix()MMSFBGL
printImplementationInformation()MMSFBGL [private]
pushCurrentMatrix()MMSFBGL
rotateCurrentMatrix(GLfloat angle, GLfloat x, GLfloat y, GLfloat z)MMSFBGL
scaleCurrentMatrix(GLfloat sx, GLfloat sy, GLfloat sz)MMSFBGL
screen_heightMMSFBGL [private]
screen_widthMMSFBGL [private]
setCentralProjection(float left, float right, float bottom, float top, float nearZ, float farZ)MMSFBGL
setColor(unsigned char r, unsigned char g, unsigned char b, unsigned char a)MMSFBGL
setCurrentMatrix(MMSMatrix matrix)MMSFBGL
setDrawingMode()MMSFBGL
setParallelProjection(float left, float right, float bottom, float top, float nearZ, float farZ)MMSFBGL
setPerspective(float fovy, float aspect, float nearZ, float farZ)MMSFBGL
setScissor(GLint x, GLint y, GLsizei width, GLsizei height)MMSFBGL
setTexEnvModulate(GLenum format)MMSFBGL
setTexEnvReplace(GLenum format)MMSFBGL
stretchBlit(GLuint src_tex, float sx1, float sy1, float sx2, float sy2, float dx1, float dy1, float dx2, float dy2)MMSFBGL
stretchBlit3D(GLuint src_tex, float sx1, float sy1, float sx2, float sy2, float dx1, float dy1, float dz1, float dx2, float dy2, float dz2, float dx3, float dy3, float dz3, float dx4, float dy4, float dz4)MMSFBGL
stretchBlitBuffer(void *buffer, float sx1, float sy1, float sx2, float sy2, int sw, int sh, float dx1, float dy1, float dx2, float dy2)MMSFBGL
stretchBlitBufferi(void *buffer, int sx1, int sy1, int sx2, int sy2, int sw, int sh, int dx1, int dy1, int dx2, int dy2)MMSFBGL
stretchBliti(GLuint src_tex, int sx1, int sy1, int sx2, int sy2, int sw, int sh, int dx1, int dy1, int dx2, int dy2)MMSFBGL
swap()MMSFBGL
terminate()MMSFBGL
translateCurrentMatrix(GLfloat tx, GLfloat ty, GLfloat tz)MMSFBGL
useKMSMMSFBGL [private]
useShaderProgram4Blitting()MMSFBGL [private]
useShaderProgram4BlittingFromAlpha()MMSFBGL [private]
useShaderProgram4Drawing()MMSFBGL [private]
useShaderProgram4ModulateBlitting()MMSFBGL [private]
useShaderProgram4ModulateBlittingFromAlpha()MMSFBGL [private]
VSMatrixLocMMSFBGL [private]
VSMatrixLoc_initializedMMSFBGL [private]
VSTexCoordLocMMSFBGL [private]
VSTexCoordLoc_initializedMMSFBGL [private]
x_displayMMSFBGL [private]
x_windowMMSFBGL [private]
~MMSFBGL()MMSFBGL