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makVrv::DtTritonShaderUniformManager Member List

This is the complete list of members for makVrv::DtTritonShaderUniformManager, including all inherited members.

bindUbo()makVrv::DtTritonShaderUniformManagervirtual
DtTritonShaderUniformManager(DtDe &de, DtTritonDrawable *tritonDrawable)makVrv::DtTritonShaderUniformManagerprotected
DtTritonShaderUniformManager()=deletemakVrv::DtTritonShaderUniformManagerprivate
DtTritonShaderUniformManager(const DtTritonShaderUniformManager &other)=deletemakVrv::DtTritonShaderUniformManagerprivate
DtTritonShaderUniformManagerCreatormakVrv::DtTritonShaderUniformManager
initShaderUniformHandles(GLint shader, int shaderType) const makVrv::DtTritonShaderUniformManagervirtual
myBindingManagermakVrv::DtTritonShaderUniformManagerprotected
myDemakVrv::DtTritonShaderUniformManagerprotected
myGpuShaderUbomakVrv::DtTritonShaderUniformManagermutableprotected
myGpuShaderUboBindingmakVrv::DtTritonShaderUniformManagermutableprotected
myProgramIdsmakVrv::DtTritonShaderUniformManagerprotected
myTritonDrawablemakVrv::DtTritonShaderUniformManagerprotected
myTritUboConstantLocationsmakVrv::DtTritonShaderUniformManagermutableprotected
myTritUniformLocationsmakVrv::DtTritonShaderUniformManagermutableprotected
operator=(const DtTritonShaderUniformManager &other)=deletemakVrv::DtTritonShaderUniformManagerprivate
resetToValue(int shaderType, int val) const makVrv::DtTritonShaderUniformManager
unbindUbo()makVrv::DtTritonShaderUniformManagervirtual
updateCloudShadowUniforms(GLint shader, int shaderType, GLboolean bIsCloudShadowActive, unsigned int cloudshadowTextureUnit, const osg::Matrixf &textureViewProjMatrix, unsigned int cloudshadowTextureUnit2, const osg::Matrixf &textureViewProjMatrix2) const makVrv::DtTritonShaderUniformManagervirtual
updateLightingUniforms(osg::State &state, const Vector2_uint32 &tileSize, const Vector2_uint32 &maxDims, int textureStartOffset, GLint shader, int shaderType)makVrv::DtTritonShaderUniformManagervirtual
updateOceanMaskingUniforms(GLint shader, int shaderType, unsigned int maskUnit, const DtVector4< double > &latLongMinMax)makVrv::DtTritonShaderUniformManagervirtual
updateReverseZ(GLint shader, int shaderType, bool isReverseZ)makVrv::DtTritonShaderUniformManagervirtual
updateShadingUniforms(GLint shader, int shaderType)makVrv::DtTritonShaderUniformManagervirtual
updateUpdateMatricesForSensorFX(GLint shader, int shaderType, const osg::Matrixf &osgInverseViewMatrix, const osg::Matrixf &osgModelViewMatrix)makVrv::DtTritonShaderUniformManagervirtual
updateViewingUniforms(GLint shader, int shaderType, const Matrix4_32 &view_matrix_32, const Matrix4_32 &view_inverse_transpose_matrix_32)makVrv::DtTritonShaderUniformManagervirtual
~DtTritonShaderUniformManager()makVrv::DtTritonShaderUniformManagervirtual

Document ID: Generated on Mon Jun 20 00:38:30 EDT 2022 from SVN revision 244029
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