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void | init () |
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void | camera (const Math::Vector2d &size) |
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Math::Vector2d | camera () const |
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Math::Vector2d | cameraPos () const |
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void | cameraPos (const Math::Vector2d &pos) |
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Shader * | getShader () |
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void | use (Shader *shader) |
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void | setRenderTarget (RenderTexture *target) |
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void | clear (const Color &color) |
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void | drawPrimitives (uint32 primitivesType, Vertex *vertices, int v_size, const Math::Matrix4 &transf=Math::Matrix4(), Texture *texture=NULL) |
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void | drawPrimitives (uint32 primitivesType, Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &transf=Math::Matrix4(), Texture *texture=NULL) |
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void | drawLines (Vertex *vertices, int count, const Math::Matrix4 &trsf=Math::Matrix4()) |
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void | drawLinesLoop (Vertex *vertices, int count, const Math::Matrix4 &trsf=Math::Matrix4()) |
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void | draw (Vertex *vertices, int v_size, uint32 *indices, int i_size, const Math::Matrix4 &trsf=Math::Matrix4(), Texture *texture=NULL) |
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void | drawQuad (const Math::Vector2d &size, const Color &color=Color(), const Math::Matrix4 &trsf=Math::Matrix4()) |
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void | drawSprite (const Common::Rect &textRect, Texture &texture, const Color &color=Color(), const Math::Matrix4 &trsf=Math::Matrix4(), bool flipX=false, bool flipY=false) |
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void | drawSprite (Texture &texture, const Color &color=Color(), const Math::Matrix4 &trsf=Math::Matrix4(), bool flipX=false, bool flipY=false) |
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The documentation for this class was generated from the following file: