bindShader() const (defined in GLSLShader) | GLSLShader | |
boost::serialization::access (defined in GLSLShader) | GLSLShader | [friend] |
Component() (defined in Component) | Component | |
decRef() (defined in Object) | Object | |
enabled (defined in Component) | Component | [protected] |
fs_object (defined in GLSLShader) | GLSLShader | [protected] |
gameObject (defined in Component) | Component | [protected] |
getGameObject() (defined in Component) | Component | |
getGameObject() const (defined in Component) | Component | |
getName() const (defined in Object) | Object | |
getPosition() const (defined in Component) | Component | [virtual] |
getRefCount() const (defined in Object) | Object | |
getShaderProgramId() const (defined in GLSLShader) | GLSLShader | |
getType() const (defined in GLSLShader) | GLSLShader | [inline, virtual] |
getWorldPosition() const (defined in Component) | Component | [virtual] |
GLSLShader() (defined in GLSLShader) | GLSLShader | |
GLSLShader(const string &path, const string &vertexShaderPath, const string &fragmentShaderPath) (defined in GLSLShader) | GLSLShader | |
id (defined in Object) | Object | [protected] |
incRef() (defined in Object) | Object | |
name (defined in Object) | Object | [protected] |
Object() (defined in Object) | Object | |
Object(const string &name) (defined in Object) | Object | |
prog_object (defined in GLSLShader) | GLSLShader | [protected] |
ressourceName (defined in GLSLShader) | GLSLShader | [protected] |
setGameObject(GameObject *obj) (defined in Component) | Component | |
setName(const string &name) (defined in Object) | Object | |
TYPE (defined in GLSLShader) | GLSLShader | [static] |
vs_object (defined in GLSLShader) | GLSLShader | [protected] |
~Component() (defined in Component) | Component | [virtual] |
~GLSLShader() (defined in GLSLShader) | GLSLShader | |
~Object() (defined in Object) | Object | [virtual] |