Here is a list of all documented class members with links to the class documentation for each member:
- c -
- captureImage() : GlslRenderer, OslRenderer, ShaderRenderer
- changeChildCategory() : Element
- classRegistered() : Factory< T >
- clear() : FileSearchPath, HwLightShaders, ShaderMetadataRegistry
- clearContent() : Element, InterfaceElement
- clearGeometry() : GeometryHandler
- clearImageCache() : ImageHandler
- clearNodeImplementations() : GenContext
- clearUnitConverters() : UnitConverterRegistry
- clearUserData() : GenContext
- CLOSURE : ShaderNode::Classification
- CLOSURE_CONTEXT_SUFFIX_REFLECTION : HwShaderGenerator
- ClosureContext() : ClosureContext
- ClosureContextType : HwShaderGenerator
- ClosureParams : ClosureContext
- ColorManagementSystem() : ColorManagementSystem
- colorspace : GlslProgram::Input
- compileOSL() : OslRenderer
- computeLightIdMap() : LightHandler
- computeSampleOffsetStrings() : BlurNode, HeightToNormalNodeGlsl
- CONDITIONAL : ShaderNode::Classification
- CONSTANT : ShaderNode::Classification
- contextHandle() : GLContext
- conversionRatio() : LinearUnitConverter
- convert() : LinearUnitConverter, UnitConverter
- convertToUnit() : UnitConverterRegistry
- ConvolutionNode() : ConvolutionNode
- copy() : Document, Image, TypedValue< T >, Value
- copyContentFrom() : Element
- copyShader() : GlslMaterial, ShaderMaterial
- create() : Camera, CgltfLoader, DefaultColorManagementSystem, Factory< T >, GeometryHandler, GLContext, GLFramebuffer, GlslProgram, GlslRenderer, HwLightShaders, Image, LightHandler, LinearUnitConverter, Mesh, MeshPartition, MeshStream, OslRenderer, ShaderGraph, ShaderNode, SimpleWindow, StbImageLoader, StringResolver, TinyObjLoader, UnitConverterRegistry, UnitSystem, WindowWrapper
- createConnectedNodes() : ShaderGraph
- createDirectory() : FilePath
- createDocument() : Document
- createFromString() : TypedValue< T >
- createImageHandler() : GlslRenderer
- createInputBlock() : ShaderStage
- createMetadata() : ShaderNode
- createNode() : ColorManagementSystem, ShaderGraph, UnitSystem
- createOrthographicMatrix() : Camera
- createOrthographicMatrixZP() : Camera
- createOutputBlock() : ShaderStage
- createPerspectiveMatrix() : Camera
- createPerspectiveMatrixZP() : Camera
- createProgram() : GlslRenderer, OslRenderer, ShaderRenderer
- createQuadMesh() : GeometryHandler
- createRenderResources() : GLTextureHandler, ImageHandler
- createResourceBuffer() : Image
- createRotation() : Matrix33
- createRotationX() : Matrix44
- createRotationY() : Matrix44
- createRotationZ() : Matrix44
- createScale() : Matrix33, Matrix44
- createShader() : HwShaderGenerator, OslShaderGenerator
- createStage() : Shader, ShaderGenerator
- createStringResolver() : Element
- createTranslation() : Matrix33, Matrix44
- createUniformBlock() : ShaderStage
- createValidChildName() : Element
- createValue() : Value
- createValueFromStrings() : Value
- createVariables() : CompoundNode, ConvolutionNode, GeomColorNodeGlsl, GeomPropValueNodeGlsl, GeomPropValueNodeGlslAsUniform, HeightToNormalNodeGlsl, HwBitangentNode, HwFrameNode, HwNormalNode, HwPositionNode, HwTangentNode, HwTexCoordNode, HwTimeNode, HwTransformNode, HwViewDirectionNode, LightCompoundNodeGlsl, LightNodeGlsl, LightShaderNodeGlsl, NumLightsNodeGlsl, ShaderGenerator, ShaderNodeImpl, SurfaceNodeGlsl
- createViewMatrix() : Camera
- cross() : Vector2, Vector3