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Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
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Lista completa de los miembros de ShaderProgram, incluyendo todos los heredados:
| CompileShaderFromFile(char *szFileName, LPCSTR szEntryPoint, LPCSTR szShaderModel, ID3DBlob **ppBlobOut) | ShaderProgram | |
| CreateInputLayout(Device &device, LayoutBuilder) | ShaderProgram | |
| CreateShader(Device &device, ShaderType type) | ShaderProgram | |
| CreateShader(Device &device, ShaderType type, const std::string &fileName) | ShaderProgram | |
| destroy() | ShaderProgram | |
| init(Device &device, const std::string &fileName, LayoutBuilder layoutBuilder) | ShaderProgram | |
| m_inputLayout | ShaderProgram | |
| m_PixelShader | ShaderProgram | |
| m_pixelShaderData | ShaderProgram | private |
| m_shaderFileName | ShaderProgram | private |
| m_VertexShader | ShaderProgram | |
| m_vertexShaderData | ShaderProgram | private |
| render(DeviceContext &deviceContext) | ShaderProgram | |
| render(DeviceContext &deviceContext, ShaderType type) | ShaderProgram | |
| ShaderProgram()=default | ShaderProgram | |
| update() | ShaderProgram | |
| ~ShaderProgram()=default | ShaderProgram |