| activateMaterialUniformBlock(const nw::g3d::MaterialObj *p_material) const | agl::g3d::ModelShaderAssign | |
| activateTextureSampler(const nw::g3d::MaterialObj *p_material) const | agl::g3d::ModelShaderAssign | |
| bind(const nw::g3d::res::ResMaterial *p_res_mat, const ShaderProgram *p_program, bool use_res_assign, bool use_shader_symbol_id) | agl::g3d::ModelShaderAssign | |
| bindShader(const nw::g3d::res::ResMaterial *p_res_mat, const nw::g3d::res::ResShape *p_res_shp, const ShaderProgram *p_program, const char *="Mat") | agl::g3d::ModelShaderAssign | |
| bindShaderResAssign(const nw::g3d::res::ResMaterial *p_res_mat, const nw::g3d::res::ResShape *p_res_shp, const ShaderProgram *p_program, const char *="Mat") | agl::g3d::ModelShaderAssign | |
| clear_() | agl::g3d::ModelShaderAssign | private |
| create(sead::Heap *heap) | agl::g3d::ModelShaderAssign | |
| getAttribute() | agl::g3d::ModelShaderAssign | inline |
| getAttribute() const | agl::g3d::ModelShaderAssign | inline |
| getResSampler(s32 index) const | agl::g3d::ModelShaderAssign | inline |
| getSamplerLocation(s32 index) | agl::g3d::ModelShaderAssign | inline |
| getSamplerLocation(s32 index) const | agl::g3d::ModelShaderAssign | inline |
| getSamplerNum() const | agl::g3d::ModelShaderAssign | inline |
| getShaderProgram() const | agl::g3d::ModelShaderAssign | inline |
| mAttribute | agl::g3d::ModelShaderAssign | private |
| ModelShaderAssign() | agl::g3d::ModelShaderAssign | |
| mpProgram | agl::g3d::ModelShaderAssign | private |
| mResSampler | agl::g3d::ModelShaderAssign | private |
| mSamplerLocation | agl::g3d::ModelShaderAssign | private |
| mSamplerNum | agl::g3d::ModelShaderAssign | private |
| mUniformBlockLocation | agl::g3d::ModelShaderAssign | private |
| pushBackSampler(const nw::g3d::res::ResSampler *p_res_sampler, const SamplerLocation &location) | agl::g3d::ModelShaderAssign | |
| updateLocation_(const char *uniform_block_name) | agl::g3d::ModelShaderAssign | private |
| ~ModelShaderAssign() | agl::g3d::ModelShaderAssign | |