Aiv Fast2D  1.0.4
Aiv.Fast2D.Sprite Member List

This is the complete list of members for Aiv.Fast2D.Sprite, including all inherited members.

ApplyMatrix()Aiv.Fast2D.Meshinlineprotectedvirtual
Bind()Aiv.Fast2D.Meshinline
CameraAiv.Fast2D.Mesh
Dispose()Aiv.Fast2D.Meshinline
Draw(ShaderSetupHook hook=null)Aiv.Fast2D.Meshinline
DrawColor(Vector4 color)Aiv.Fast2D.Spriteinlinevirtual
DrawColor(Vector4 color)Aiv.Fast2D.Spriteinlinevirtual
Aiv::Fast2D::Mesh.DrawColor(float r, float g, float b, float a=1)Aiv.Fast2D.Meshinlinevirtual
Aiv::Fast2D::Mesh.DrawColor(int r, int g, int b, int a=255)Aiv.Fast2D.Meshinline
DrawRenderTexture(RenderTexture rt)Aiv.Fast2D.Meshinline
DrawTexture(Texture tex)Aiv.Fast2D.Spriteinlinevirtual
DrawTexture(Texture tex, int xOffset, int yOffset)Aiv.Fast2D.Spriteinline
DrawTexture(Texture tex, int xOffset, int yOffset, int width, int height)Aiv.Fast2D.Spriteinline
DrawTexture(Texture tex)Aiv.Fast2D.Spriteinlinevirtual
DrawTexture(Texture tex, int xOffset, int yOffset)Aiv.Fast2D.Spriteinline
DrawTexture(Texture tex, int xOffset, int yOffset, int width, int height)Aiv.Fast2D.Spriteinline
Aiv::Fast2D::Mesh.DrawTexture(int textureId)Aiv.Fast2D.Meshinlinevirtual
DrawWireframe(Vector4 color, float tickness=0.02F)Aiv.Fast2D.Spriteinlinevirtual
DrawWireframe(Vector4 color, float tickness=0.02F)Aiv.Fast2D.Spriteinlinevirtual
Aiv::Fast2D::Mesh.DrawWireframe(float r, float g, float b, float a=1, float tickness=0.02f)Aiv.Fast2D.Meshinline
Aiv::Fast2D::Mesh.DrawWireframe(int r, int g, int b, int a=255, float tickness=0.02f)Aiv.Fast2D.Meshinline
EulerRotationAiv.Fast2D.Mesh
FlipXAiv.Fast2D.Sprite
FlipYAiv.Fast2D.Sprite
hasVertexColorsAiv.Fast2D.Mesh
HeightAiv.Fast2D.Sprite
instancesAiv.Fast2D.Meshprotected
InstancesAiv.Fast2D.Mesh
Mesh(Shader shader=null, int numberOfAxis=2)Aiv.Fast2D.Meshinline
NewFloatBuffer(int attribArrayId, int elementSize, float[] data, int divisor=0)Aiv.Fast2D.Meshinlineprotected
noMatrixAiv.Fast2D.Mesh
numberOfAxisAiv.Fast2D.Meshprotected
pivotAiv.Fast2D.Mesh
positionAiv.Fast2D.Mesh
requireUseTextureAiv.Fast2D.Meshprotected
RotationAiv.Fast2D.Mesh
scaleAiv.Fast2D.Mesh
SetAdditiveTint(int r, int g, int b, int a)Aiv.Fast2D.Spriteinline
SetAdditiveTint(float r, float g, float b, float a)Aiv.Fast2D.Spriteinline
SetAdditiveTint(Vector4 color)Aiv.Fast2D.Spriteinline
SetAdditiveTint(int r, int g, int b, int a)Aiv.Fast2D.Spriteinline
SetAdditiveTint(float r, float g, float b, float a)Aiv.Fast2D.Spriteinline
SetAdditiveTint(Vector4 color)Aiv.Fast2D.Spriteinline
SetMultiplyTint(float r, float g, float b, float a)Aiv.Fast2D.Spriteinline
SetMultiplyTint(int r, int g, int b, int a)Aiv.Fast2D.Spriteinline
SetMultiplyTint(Vector4 color)Aiv.Fast2D.Spriteinline
SetMultiplyTint(float r, float g, float b, float a)Aiv.Fast2D.Spriteinline
SetMultiplyTint(int r, int g, int b, int a)Aiv.Fast2D.Spriteinline
SetMultiplyTint(Vector4 color)Aiv.Fast2D.Spriteinline
shaderAiv.Fast2D.Mesh
shaderSetupHookAiv.Fast2D.Meshprotected
ShaderSetupHook(Mesh mesh)Aiv.Fast2D.Mesh
Sprite(float width, float height)Aiv.Fast2D.Spriteinline
Sprite(float width, float height)Aiv.Fast2D.Spriteinline
Update()Aiv.Fast2D.Meshinline
UpdateFloatBuffer(int bufferId, float[] data, int offset=0)Aiv.Fast2D.Meshinlineprotected
UpdateUV()Aiv.Fast2D.Meshinline
UpdateVertex()Aiv.Fast2D.Meshinline
UpdateVertexColor()Aiv.Fast2D.Meshinline
uvAiv.Fast2D.Mesh
vAiv.Fast2D.Mesh
vcAiv.Fast2D.Mesh
WidthAiv.Fast2D.Sprite