CUGL 2.0
Cornell University Game Library
cugl::SpriteBatch Member List

This is the complete list of members for cugl::SpriteBatch, including all inherited members.

alloc()cugl::SpriteBatchinlinestatic
alloc(const std::shared_ptr< Shader > &shader)cugl::SpriteBatchinlinestatic
alloc(unsigned int capacity)cugl::SpriteBatchinlinestatic
alloc(unsigned int capacity, const std::shared_ptr< Shader > &shader)cugl::SpriteBatchinlinestatic
begin()cugl::SpriteBatch
begin(const Mat4 &perspective)cugl::SpriteBatchinline
dispose()cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Vec2 position)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Vec2 position)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Rect bounds)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Rect bounds)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Rect bounds, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Rect bounds, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Rect bounds, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Rect bounds, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Poly2 &poly, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Poly2 &poly, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Poly2 &poly, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Poly2 &poly, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Poly2 &poly, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
draw(const std::shared_ptr< Texture > &texture, const Color4f color, const Poly2 &poly, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
end()cugl::SpriteBatch
fill(Rect rect)cugl::SpriteBatch
fill(const Rect rect, const Vec2 offset)cugl::SpriteBatch
fill(const Rect rect, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
fill(const Rect rect, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
fill(const Poly2 &poly)cugl::SpriteBatch
fill(const Poly2 &poly, const Vec2 offset)cugl::SpriteBatch
fill(const Poly2 &poly, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
fill(const Poly2 &poly, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
fill(const Mesh< SpriteVertex2 > &mesh, const Mat4 &transform, bool tint=true)cugl::SpriteBatch
fill(const Mesh< SpriteVertex3 > &mesh, const Mat4 &transform, bool tint=true)cugl::SpriteBatch
flush()cugl::SpriteBatch
getBlendEquation() constcugl::SpriteBatchinline
getBlurStep() constcugl::SpriteBatchinline
getCallsMade() constcugl::SpriteBatchinline
getColor() constcugl::SpriteBatchinline
getDepth() constcugl::SpriteBatchinline
getDepthFunc() constcugl::SpriteBatchinline
getDestinationBlendFactor() constcugl::SpriteBatchinline
getGradient() constcugl::SpriteBatch
getPerspective() constcugl::SpriteBatchinline
getScissor() constcugl::SpriteBatch
getShader() constcugl::SpriteBatchinline
getSourceBlendFactor() constcugl::SpriteBatchinline
getTexture() constcugl::SpriteBatchinline
getVerticesDrawn() constcugl::SpriteBatchinline
init()cugl::SpriteBatch
init(const std::shared_ptr< Shader > &shader)cugl::SpriteBatchinline
init(unsigned int capacity)cugl::SpriteBatch
init(unsigned int capacity, const std::shared_ptr< Shader > &shader)cugl::SpriteBatch
isDrawing() constcugl::SpriteBatchinline
isReady() constcugl::SpriteBatchinline
outline(const Rect rect)cugl::SpriteBatch
outline(const Rect rect, const Vec2 offset)cugl::SpriteBatch
outline(const Rect rect, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
outline(const Rect rect, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
outline(const Poly2 &poly)cugl::SpriteBatch
outline(const Poly2 &poly, const Vec2 offset)cugl::SpriteBatch
outline(const Poly2 &poly, const Vec2 origin, const Vec2 scale, float angle, const Vec2 offset)cugl::SpriteBatch
outline(const Poly2 &poly, const Vec2 origin, const Mat4 &transform)cugl::SpriteBatch
outline(const Mesh< SpriteVertex2 > &mesh, const Mat4 &transform, bool tint=true)cugl::SpriteBatch
outline(const Mesh< SpriteVertex3 > &mesh, const Mat4 &transform, bool tint=true)cugl::SpriteBatch
setBlendEquation(GLenum equation)cugl::SpriteBatch
setBlendFunc(GLenum srcFactor, GLenum dstFactor)cugl::SpriteBatch
setBlurStep(GLuint step)cugl::SpriteBatch
setColor(const Color4f color)cugl::SpriteBatch
setDepth(float depth)cugl::SpriteBatchinline
setDepthFunc(GLenum function)cugl::SpriteBatch
setGradient(const std::shared_ptr< Gradient > &gradient)cugl::SpriteBatch
setPerspective(const Mat4 &perspective)cugl::SpriteBatch
setScissor(const std::shared_ptr< Scissor > &scissor)cugl::SpriteBatch
setShader(const std::shared_ptr< Shader > &shader)cugl::SpriteBatch
setTexture(const std::shared_ptr< Texture > &texture)cugl::SpriteBatch
SpriteBatch()cugl::SpriteBatch
~SpriteBatch()cugl::SpriteBatchinline