| 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 | |