| BindTextures(const Shader *group, const Texture *textures[], int numTextures) | lilith3d::ShaderManager | |
| ClearShaders() | lilith3d::ShaderManager | |
| GetShader(int id) | lilith3d::ShaderManager | [inline] |
| Instance() | lilith3d::ShaderManager | [inline, static] |
| LoadRequiredShaders() | lilith3d::ShaderManager | |
| PowerFragments() | lilith3d::ShaderManager | [inline] |
| SetImportPath(const std::string &path) | lilith3d::ShaderManager | [inline] |
| SetUniform(const Shader *group, const char *name, float value) | lilith3d::ShaderManager | |
| SetUniform(const Shader *group, const char *name, const grinliz::Vector3F &value) | lilith3d::ShaderManager | |
| SetUniform(const Shader *group, const char *name, const grinliz::Vector4F &value) | lilith3d::ShaderManager | |
| SetUniform(const Shader *group, const char *name, const grinliz::Color3F &value) | lilith3d::ShaderManager | |
| SetUniform(const Shader *group, const char *name, const grinliz::Color4F &value) | lilith3d::ShaderManager | |
| SetUniform(const Shader *group, const char *name, const grinliz::Matrix4 &value) | lilith3d::ShaderManager | |
| ShaderManager() | lilith3d::ShaderManager | |
| UnBindTextures(int startIndex, int count) | lilith3d::ShaderManager | |
| UseShader(const Shader *group) | lilith3d::ShaderManager | |
| ~ShaderManager() | lilith3d::ShaderManager | |