AddRef() | IBase | [inline] |
Execute(const shaderreg *i_pInput, vector4 &o_vPosition, shaderreg *o_pOutput)=0 | IMuli3DVertexShader | [protected, pure virtual] |
fGetFloat(uint32 i_iIndex) | IMuli3DBaseShader | |
GetOutputRegisters(uint32 i_iRegister)=0 | IMuli3DVertexShader | [protected, pure virtual] |
IBase() | IBase | [inline, protected] |
matGetMatrix(uint32 i_iIndex) | IMuli3DBaseShader | |
Release() | IBase | [inline] |
SampleTexture(vector4 &o_vColor, uint32 i_iSamplerNumber, float32 i_fU, float32 i_fV, float32 i_fW=0.0f, const vector4 *i_pXGradient=0, const vector4 *i_pYGradient=0) | IMuli3DBaseShader | [protected] |
SetDevice(class CMuli3DDevice *i_pDevice) | IMuli3DBaseShader | [protected] |
SetFloat(uint32 i_iIndex, float32 i_fValue) | IMuli3DBaseShader | |
SetMatrix(uint32 i_iIndex, const matrix44 &i_matMatrix) | IMuli3DBaseShader | |
SetVector(uint32 i_iIndex, const vector4 &i_vVector) | IMuli3DBaseShader | |
vGetVector(uint32 i_iIndex) | IMuli3DBaseShader | |
~IBase() (defined in IBase) | IBase | [inline, protected, virtual] |