#include <GLSLProgram.h>
◆ GLSLUniformBlockBuffer()
GLSLUniformBlockBuffer::GLSLUniformBlockBuffer |
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| ) |
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◆ ~GLSLUniformBlockBuffer()
GLSLUniformBlockBuffer::~GLSLUniformBlockBuffer |
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◆ bind()
void cnoid::GLSLUniformBlockBuffer::bind |
( |
GLSLProgram & |
program, |
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GLuint |
bindingPoint |
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) |
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inline |
◆ bindBufferBase()
void cnoid::GLSLUniformBlockBuffer::bindBufferBase |
( |
GLuint |
bindingPoint | ) |
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inline |
◆ checkUniform()
GLuint GLSLUniformBlockBuffer::checkUniform |
( |
const char * |
name | ) |
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◆ checkUniformMatrix()
GLuint GLSLUniformBlockBuffer::checkUniformMatrix |
( |
const char * |
name | ) |
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◆ flush()
void cnoid::GLSLUniformBlockBuffer::flush |
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| ) |
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inline |
◆ initialize()
bool GLSLUniformBlockBuffer::initialize |
( |
GLSLProgram & |
program, |
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const std::string & |
blockName |
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) |
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◆ write() [1/6]
void cnoid::GLSLUniformBlockBuffer::write |
( |
GLuint |
index, |
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const Affine3f & |
T |
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) |
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inline |
◆ write() [2/6]
void cnoid::GLSLUniformBlockBuffer::write |
( |
GLuint |
index, |
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const Matrix3f & |
M |
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) |
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inline |
◆ write() [3/6]
void cnoid::GLSLUniformBlockBuffer::write |
( |
GLuint |
index, |
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const Matrix4f & |
M |
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) |
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inline |
◆ write() [4/6]
void cnoid::GLSLUniformBlockBuffer::write |
( |
GLuint |
index, |
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const Vector3f & |
v |
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) |
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inline |
◆ write() [5/6]
void cnoid::GLSLUniformBlockBuffer::write |
( |
GLuint |
index, |
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const Vector4f & |
v |
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) |
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inline |
◆ write() [6/6]
void cnoid::GLSLUniformBlockBuffer::write |
( |
GLuint |
index, |
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float |
v |
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) |
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inline |
The documentation for this class was generated from the following files: