Nazara Engine  0.4
A fast, complete, cross-platform API designed for game development
Nz::DeferredPhongLightingPass Member List

This is the complete list of members for Nz::DeferredPhongLightingPass, including all inherited members.

DeferredPhongLightingPass()Nz::DeferredPhongLightingPass
DeferredRenderPass()Nz::DeferredRenderPass
DeferredRenderPass(const DeferredRenderPass &)=delete (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPass
Enable(bool enable)Nz::DeferredRenderPass
EnableLightMeshesDrawing(bool enable)Nz::DeferredPhongLightingPass
Initialize(DeferredRenderTechnique *technique)Nz::DeferredRenderPassvirtual
IsEnabled() constNz::DeferredRenderPass
IsLightMeshesDrawingEnabled() constNz::DeferredPhongLightingPass
m_cone (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_coneMesh (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_deferredTechnique (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_depthStencilTexture (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_dimensions (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_directionalLightShader (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_directionalLightShaderEyePositionLocation (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_directionalLightShaderSceneAmbientLocation (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_directionalLightUniforms (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_GBuffer (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_GBufferRTT (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_lightMeshesDrawing (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_pointSampler (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_pointSpotLightShader (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_pointSpotLightShaderDiscardLocation (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_pointSpotLightShaderEyePositionLocation (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_pointSpotLightShaderSceneAmbientLocation (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_pointSpotLightUniforms (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_renderQueue (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_sphere (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_sphereMesh (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassprotected
m_workRTT (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
m_workTextures (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassprotected
operator=(const DeferredRenderPass &)=delete (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPass
Process(const SceneData &sceneData, unsigned int firstWorkTexture, unsigned int secondWorkTexture) const overrideNz::DeferredPhongLightingPassvirtual
Resize(const Vector2ui &GBufferSize)Nz::DeferredRenderPassvirtual
~DeferredPhongLightingPass() (defined in Nz::DeferredPhongLightingPass)Nz::DeferredPhongLightingPassvirtual
~DeferredRenderPass() (defined in Nz::DeferredRenderPass)Nz::DeferredRenderPassvirtual