ApplyMatrix() | Aiv.Fast2D.Mesh | inlineprotectedvirtual |
Bind() | Aiv.Fast2D.Mesh | inline |
Camera | Aiv.Fast2D.Mesh | |
Dispose() | Aiv.Fast2D.Mesh | inline |
Draw(ShaderSetupHook hook=null) | Aiv.Fast2D.Mesh | inline |
DrawColor(Vector4 color) | Aiv.Fast2D.Sprite | inlinevirtual |
DrawColor(Vector4 color) | Aiv.Fast2D.Sprite | inlinevirtual |
Aiv::Fast2D::Mesh.DrawColor(float r, float g, float b, float a=1) | Aiv.Fast2D.Mesh | inlinevirtual |
Aiv::Fast2D::Mesh.DrawColor(int r, int g, int b, int a=255) | Aiv.Fast2D.Mesh | inline |
DrawRenderTexture(RenderTexture rt) | Aiv.Fast2D.Mesh | inline |
DrawTexture(Texture tex) | Aiv.Fast2D.Sprite | inlinevirtual |
DrawTexture(Texture tex, int xOffset, int yOffset) | Aiv.Fast2D.Sprite | inline |
DrawTexture(Texture tex, int xOffset, int yOffset, int width, int height) | Aiv.Fast2D.Sprite | inline |
DrawTexture(Texture tex) | Aiv.Fast2D.Sprite | inlinevirtual |
DrawTexture(Texture tex, int xOffset, int yOffset) | Aiv.Fast2D.Sprite | inline |
DrawTexture(Texture tex, int xOffset, int yOffset, int width, int height) | Aiv.Fast2D.Sprite | inline |
Aiv::Fast2D::Mesh.DrawTexture(int textureId) | Aiv.Fast2D.Mesh | inlinevirtual |
DrawWireframe(Vector4 color, float tickness=0.02F) | Aiv.Fast2D.Sprite | inlinevirtual |
DrawWireframe(Vector4 color, float tickness=0.02F) | Aiv.Fast2D.Sprite | inlinevirtual |
Aiv::Fast2D::Mesh.DrawWireframe(float r, float g, float b, float a=1, float tickness=0.02f) | Aiv.Fast2D.Mesh | inline |
Aiv::Fast2D::Mesh.DrawWireframe(int r, int g, int b, int a=255, float tickness=0.02f) | Aiv.Fast2D.Mesh | inline |
EulerRotation | Aiv.Fast2D.Mesh | |
FlipX | Aiv.Fast2D.Sprite | |
FlipY | Aiv.Fast2D.Sprite | |
hasVertexColors | Aiv.Fast2D.Mesh | |
Height | Aiv.Fast2D.Sprite | |
instances | Aiv.Fast2D.Mesh | protected |
Instances | Aiv.Fast2D.Mesh | |
Mesh(Shader shader=null, int numberOfAxis=2) | Aiv.Fast2D.Mesh | inline |
NewFloatBuffer(int attribArrayId, int elementSize, float[] data, int divisor=0) | Aiv.Fast2D.Mesh | inlineprotected |
noMatrix | Aiv.Fast2D.Mesh | |
numberOfAxis | Aiv.Fast2D.Mesh | protected |
pivot | Aiv.Fast2D.Mesh | |
position | Aiv.Fast2D.Mesh | |
requireUseTexture | Aiv.Fast2D.Mesh | protected |
Rotation | Aiv.Fast2D.Mesh | |
scale | Aiv.Fast2D.Mesh | |
SetAdditiveTint(int r, int g, int b, int a) | Aiv.Fast2D.Sprite | inline |
SetAdditiveTint(float r, float g, float b, float a) | Aiv.Fast2D.Sprite | inline |
SetAdditiveTint(Vector4 color) | Aiv.Fast2D.Sprite | inline |
SetAdditiveTint(int r, int g, int b, int a) | Aiv.Fast2D.Sprite | inline |
SetAdditiveTint(float r, float g, float b, float a) | Aiv.Fast2D.Sprite | inline |
SetAdditiveTint(Vector4 color) | Aiv.Fast2D.Sprite | inline |
SetMultiplyTint(float r, float g, float b, float a) | Aiv.Fast2D.Sprite | inline |
SetMultiplyTint(int r, int g, int b, int a) | Aiv.Fast2D.Sprite | inline |
SetMultiplyTint(Vector4 color) | Aiv.Fast2D.Sprite | inline |
SetMultiplyTint(float r, float g, float b, float a) | Aiv.Fast2D.Sprite | inline |
SetMultiplyTint(int r, int g, int b, int a) | Aiv.Fast2D.Sprite | inline |
SetMultiplyTint(Vector4 color) | Aiv.Fast2D.Sprite | inline |
shader | Aiv.Fast2D.Mesh | |
shaderSetupHook | Aiv.Fast2D.Mesh | protected |
ShaderSetupHook(Mesh mesh) | Aiv.Fast2D.Mesh | |
Sprite(float width, float height) | Aiv.Fast2D.Sprite | inline |
Sprite(float width, float height) | Aiv.Fast2D.Sprite | inline |
Update() | Aiv.Fast2D.Mesh | inline |
UpdateFloatBuffer(int bufferId, float[] data, int offset=0) | Aiv.Fast2D.Mesh | inlineprotected |
UpdateUV() | Aiv.Fast2D.Mesh | inline |
UpdateVertex() | Aiv.Fast2D.Mesh | inline |
UpdateVertexColor() | Aiv.Fast2D.Mesh | inline |
uv | Aiv.Fast2D.Mesh | |
v | Aiv.Fast2D.Mesh | |
vc | Aiv.Fast2D.Mesh | |
Width | Aiv.Fast2D.Sprite | |