<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Crystal Space 1.2.1: iShaderManager Struct Reference (Crystal Space 1.2.1 Public API Reference)</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table border="0" cellpadding="0" cellspacing="0" width="100%" class="head"> <tr height="59"> <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td> <td class="head"><h2>Public API Reference</h2></td> </tr> <tr height="11"> <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td> </tr> </table> <div class="content"> <!-- Generated by Doxygen 1.5.3 --> <div class="tabs"> <ul> <li><a 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diagram for iShaderManager:</div> <div class="dynsection"> <p><center><img src="structiShaderManager__inherit__graph.png" border="0" usemap="#iShaderManager__inherit__map" alt="Inheritance graph"></center> <map name="iShaderManager__inherit__map"> <area shape="rect" href="structiShaderVariableContext.html" title="This is a baseclass for all interfaces which provides shadervariables both dynamically..." alt="" coords="5,84,179,111"><area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="64,7,120,33"></map> <center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div> <p> <a href="structiShaderManager-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0"> <tr><td></td></tr> <tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <br> <a class="el" href="classcsArray.html">csArray</a>< <a class="el" href="structiLight.html">iLight</a> * > & </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#7dc75b039bd9b8b64d02d7293c34c251">GetActiveLights</a> () const =0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get the list of active lights. <a href="#7dc75b039bd9b8b64d02d7293c34c251"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShaderCompiler.html">iShaderCompiler</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#8348c5ffe614703d05ad41dba650d502">GetCompiler</a> (const char *name)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get a shadercompiler by name. <a href="#8348c5ffe614703d05ad41dba650d502"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShader.html">iShader</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#c2d1494ef431710b7f9ccf30da3fb4c6">GetShader</a> (const char *name)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get a shader by name. <a href="#c2d1494ef431710b7f9ccf30da3fb4c6"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <br> <a class="el" href="classcsRefArray.html">csRefArray</a>< <a class="el" href="structiShader.html">iShader</a> > & </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#3ff7912e71d9fe5e089e3425fce47b06">GetShaders</a> ()=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Returns all shaders that have been created. <a href="#3ff7912e71d9fe5e089e3425fce47b06"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <br> <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#b93a01924a5b1046784ac1946b3c2de0">GetShaderVariableAccessor</a> (const char *name)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Find a shader variable accessor. <a href="#b93a01924a5b1046784ac1946b3c2de0"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structiShaderVarStack.html">iShaderVarStack</a> * </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#0c405a373237a68b701ba109a94f98d1">GetShaderVariableStack</a> ()=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get the shadervariablestack used to handle shadervariables on rendering. <a href="#0c405a373237a68b701ba109a94f98d1"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#4f08bd7e8d6f41a1b962751c54c118ee">GetTagOptions</a> (<a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> tag, <a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> &presence, int &priority)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get a technique tag's options. <a href="#4f08bd7e8d6f41a1b962751c54c118ee"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="classcsSet.html">csSet</a><br> < <a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> > & </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#8dbad8eece62fdc2603a88d9407df75e">GetTags</a> (<a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> presence, int &count)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Get the list of all tags with a specific <em>presence</em> setting. <a href="#8dbad8eece62fdc2603a88d9407df75e"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#2955a4c4a8fcadb4267f7fa77413983c">RegisterCompiler</a> (<a class="el" href="structiShaderCompiler.html">iShaderCompiler</a> *compiler)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Register a compiler to the manager. <a href="#2955a4c4a8fcadb4267f7fa77413983c"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#ee2d13e2816763a3743d423d022aedb2">RegisterShader</a> (<a class="el" href="structiShader.html">iShader</a> *shader)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Register a shader to the shadermanager. <a href="#ee2d13e2816763a3743d423d022aedb2"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#f480969b27a6753c693e54dcf425086e">RegisterShaderVariableAccessor</a> (const char *name, <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *accessor)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Register a named shader variable accessor. <a href="#f480969b27a6753c693e54dcf425086e"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#2712256781564c0dc3ca92a1da42d27d">SetActiveLights</a> (const <a class="el" href="classcsArray.html">csArray</a>< <a class="el" href="structiLight.html">iLight</a> * > &lights)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set the list of active lights. <a href="#2712256781564c0dc3ca92a1da42d27d"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#09375691e61c5ee6628be3cd8598f540">SetTagOptions</a> (<a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> tag, <a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> presence, int priority=0)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Set a technique tag's options. <a href="#09375691e61c5ee6628be3cd8598f540"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#2399e0d727edc305bbada85895685d0b">UnregisterShader</a> (<a class="el" href="structiShader.html">iShader</a> *shader)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Unregister a shader. <a href="#2399e0d727edc305bbada85895685d0b"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#f8f6f81da1cec252a3dda949fc9d692e">UnregisterShaders</a> ()=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Remove all shaders. <a href="#f8f6f81da1cec252a3dda949fc9d692e"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#f186ef19f017bdb02e59be0d02af9089">UnregisterShaderVariableAccessor</a> (const char *name, <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> *accessor)=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Unregister a shader variable accessor. <a href="#f186ef19f017bdb02e59be0d02af9089"></a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void </td><td class="memItemRight" valign="bottom"><a class="el" href="structiShaderManager.html#5bb356361b7072adab937a5cff55e676">UnregisterShaderVariableAcessors</a> ()=0</td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Remove all shader variable accessors. <a href="#5bb356361b7072adab937a5cff55e676"></a><br></td></tr> </table> <hr><a name="_details"></a><h2>Detailed Description</h2> A manager for all shaders. <p> Will only be one at a given time <p>Definition at line <a class="el" href="shader_8h-source.html#l00174">174</a> of file <a class="el" href="shader_8h-source.html">shader.h</a>.</p> <hr><h2>Member Function Documentation</h2> <a class="anchor" name="7dc75b039bd9b8b64d02d7293c34c251"></a><!-- doxytag: member="iShaderManager::GetActiveLights" ref="7dc75b039bd9b8b64d02d7293c34c251" args="() const =0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual const <a class="el" href="classcsArray.html">csArray</a><<a class="el" href="structiLight.html">iLight</a>*>& iShaderManager::GetActiveLights </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"> const<code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get the list of active lights. <p> </div> </div><p> <a class="anchor" name="8348c5ffe614703d05ad41dba650d502"></a><!-- doxytag: member="iShaderManager::GetCompiler" ref="8348c5ffe614703d05ad41dba650d502" args="(const char *name)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiShaderCompiler.html">iShaderCompiler</a>* iShaderManager::GetCompiler </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get a shadercompiler by name. <p> </div> </div><p> <a class="anchor" name="c2d1494ef431710b7f9ccf30da3fb4c6"></a><!-- doxytag: member="iShaderManager::GetShader" ref="c2d1494ef431710b7f9ccf30da3fb4c6" args="(const char *name)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiShader.html">iShader</a>* iShaderManager::GetShader </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get a shader by name. <p> </div> </div><p> <a class="anchor" name="3ff7912e71d9fe5e089e3425fce47b06"></a><!-- doxytag: member="iShaderManager::GetShaders" ref="3ff7912e71d9fe5e089e3425fce47b06" args="()=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual const <a class="el" href="classcsRefArray.html">csRefArray</a><<a class="el" href="structiShader.html">iShader</a>>& iShaderManager::GetShaders </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Returns all shaders that have been created. <p> </div> </div><p> <a class="anchor" name="b93a01924a5b1046784ac1946b3c2de0"></a><!-- doxytag: member="iShaderManager::GetShaderVariableAccessor" ref="b93a01924a5b1046784ac1946b3c2de0" args="(const char *name)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a>* iShaderManager::GetShaderVariableAccessor </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Find a shader variable accessor. <p> </div> </div><p> <a class="anchor" name="0c405a373237a68b701ba109a94f98d1"></a><!-- doxytag: member="iShaderManager::GetShaderVariableStack" ref="0c405a373237a68b701ba109a94f98d1" args="()=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual <a class="el" href="structiShaderVarStack.html">iShaderVarStack</a>* iShaderManager::GetShaderVariableStack </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get the shadervariablestack used to handle shadervariables on rendering. <p> </div> </div><p> <a class="anchor" name="4f08bd7e8d6f41a1b962751c54c118ee"></a><!-- doxytag: member="iShaderManager::GetTagOptions" ref="4f08bd7e8d6f41a1b962751c54c118ee" args="(csStringID tag, csShaderTagPresence &presence, int &priority)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::GetTagOptions </td> <td>(</td> <td class="paramtype"><a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> </td> <td class="paramname"> <em>tag</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype"><a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> & </td> <td class="paramname"> <em>presence</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int & </td> <td class="paramname"> <em>priority</em></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get a technique tag's options. <p> Set a technique tag's options. <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>tag</em> </td><td>The ID of the tag. </td></tr> <tr><td valign="top"></td><td valign="top"><em>presence</em> </td><td>Whether the presence of a tag is required, forbidden or neither of both. </td></tr> <tr><td valign="top"></td><td valign="top"><em>priority</em> </td><td>The tag's priority. The sum of all tag priorities is decisive when two shader techniques have the same technique priority. </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="8dbad8eece62fdc2603a88d9407df75e"></a><!-- doxytag: member="iShaderManager::GetTags" ref="8dbad8eece62fdc2603a88d9407df75e" args="(csShaderTagPresence presence, int &count)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual const <a class="el" href="classcsSet.html">csSet</a><<a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a>>& iShaderManager::GetTags </td> <td>(</td> <td class="paramtype"><a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> </td> <td class="paramname"> <em>presence</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int & </td> <td class="paramname"> <em>count</em></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Get the list of all tags with a specific <em>presence</em> setting. <p> </div> </div><p> <a class="anchor" name="2955a4c4a8fcadb4267f7fa77413983c"></a><!-- doxytag: member="iShaderManager::RegisterCompiler" ref="2955a4c4a8fcadb4267f7fa77413983c" args="(iShaderCompiler *compiler)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::RegisterCompiler </td> <td>(</td> <td class="paramtype"><a class="el" href="structiShaderCompiler.html">iShaderCompiler</a> * </td> <td class="paramname"> <em>compiler</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Register a compiler to the manager. <p> </div> </div><p> <a class="anchor" name="ee2d13e2816763a3743d423d022aedb2"></a><!-- doxytag: member="iShaderManager::RegisterShader" ref="ee2d13e2816763a3743d423d022aedb2" args="(iShader *shader)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::RegisterShader </td> <td>(</td> <td class="paramtype"><a class="el" href="structiShader.html">iShader</a> * </td> <td class="paramname"> <em>shader</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Register a shader to the shadermanager. <p> Compiler should register all shaders </div> </div><p> <a class="anchor" name="f480969b27a6753c693e54dcf425086e"></a><!-- doxytag: member="iShaderManager::RegisterShaderVariableAccessor" ref="f480969b27a6753c693e54dcf425086e" args="(const char *name, iShaderVariableAccessor *accessor)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::RegisterShaderVariableAccessor </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype"><a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> * </td> <td class="paramname"> <em>accessor</em></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Register a named shader variable accessor. <p> </div> </div><p> <a class="anchor" name="2712256781564c0dc3ca92a1da42d27d"></a><!-- doxytag: member="iShaderManager::SetActiveLights" ref="2712256781564c0dc3ca92a1da42d27d" args="(const csArray< iLight * > &lights)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::SetActiveLights </td> <td>(</td> <td class="paramtype">const <a class="el" href="classcsArray.html">csArray</a>< <a class="el" href="structiLight.html">iLight</a> * > & </td> <td class="paramname"> <em>lights</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set the list of active lights. <p> Active lights is lights that the shader should use. </div> </div><p> <a class="anchor" name="09375691e61c5ee6628be3cd8598f540"></a><!-- doxytag: member="iShaderManager::SetTagOptions" ref="09375691e61c5ee6628be3cd8598f540" args="(csStringID tag, csShaderTagPresence presence, int priority=0)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::SetTagOptions </td> <td>(</td> <td class="paramtype"><a class="el" href="group__util.html#gbe4f44c93bfeee85c507a999dccf21dd">csStringID</a> </td> <td class="paramname"> <em>tag</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype"><a class="el" href="shader_8h.html#569185ecc5e0b5c32cc4e092ff9ec3ca">csShaderTagPresence</a> </td> <td class="paramname"> <em>presence</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype">int </td> <td class="paramname"> <em>priority</em> = <code>0</code></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Set a technique tag's options. <p> <dl compact><dt><b>Parameters:</b></dt><dd> <table border="0" cellspacing="2" cellpadding="0"> <tr><td valign="top"></td><td valign="top"><em>tag</em> </td><td>The ID of the tag. </td></tr> <tr><td valign="top"></td><td valign="top"><em>presence</em> </td><td>Whether the presence of a tag is required, forbidden or neither of both. </td></tr> <tr><td valign="top"></td><td valign="top"><em>priority</em> </td><td>The tag's priority. The sum of all tag priorities is decisive when two shader techniques have the same technique priority. </td></tr> </table> </dl> </div> </div><p> <a class="anchor" name="2399e0d727edc305bbada85895685d0b"></a><!-- doxytag: member="iShaderManager::UnregisterShader" ref="2399e0d727edc305bbada85895685d0b" args="(iShader *shader)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::UnregisterShader </td> <td>(</td> <td class="paramtype"><a class="el" href="structiShader.html">iShader</a> * </td> <td class="paramname"> <em>shader</em> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Unregister a shader. <p> </div> </div><p> <a class="anchor" name="f8f6f81da1cec252a3dda949fc9d692e"></a><!-- doxytag: member="iShaderManager::UnregisterShaders" ref="f8f6f81da1cec252a3dda949fc9d692e" args="()=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::UnregisterShaders </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Remove all shaders. <p> </div> </div><p> <a class="anchor" name="f186ef19f017bdb02e59be0d02af9089"></a><!-- doxytag: member="iShaderManager::UnregisterShaderVariableAccessor" ref="f186ef19f017bdb02e59be0d02af9089" args="(const char *name, iShaderVariableAccessor *accessor)=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::UnregisterShaderVariableAccessor </td> <td>(</td> <td class="paramtype">const char * </td> <td class="paramname"> <em>name</em>, </td> </tr> <tr> <td class="paramkey"></td> <td></td> <td class="paramtype"><a class="el" href="structiShaderVariableAccessor.html">iShaderVariableAccessor</a> * </td> <td class="paramname"> <em>accessor</em></td><td> </td> </tr> <tr> <td></td> <td>)</td> <td></td><td></td><td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Unregister a shader variable accessor. <p> </div> </div><p> <a class="anchor" name="5bb356361b7072adab937a5cff55e676"></a><!-- doxytag: member="iShaderManager::UnregisterShaderVariableAcessors" ref="5bb356361b7072adab937a5cff55e676" args="()=0" --> <div class="memitem"> <div class="memproto"> <table class="memname"> <tr> <td class="memname">virtual void iShaderManager::UnregisterShaderVariableAcessors </td> <td>(</td> <td class="paramname"> </td> <td> ) </td> <td width="100%"><code> [pure virtual]</code></td> </tr> </table> </div> <div class="memdoc"> <p> Remove all shader variable accessors. <p> </div> </div><p> <hr>The documentation for this struct was generated from the following file:<ul> <li>ivideo/shader/<a class="el" href="shader_8h-source.html">shader.h</a></ul> <hr size="1"><address><small>Generated for Crystal Space 1.2.1 by <a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 </small></address> </div></body> </html>