Vesper 0.5.1
Vesper is short form for the Latin word for "Bat", as Vesper is designed to be small, lightweight, and easily handle things like particles and flocking behaviors in accordance with the nature of bats. \n It is meant to be a particle simulation, VFX editor, and CAN be used secondarily as a small game engine.
GitHub | Vesper Updates | Creator
Loading...
Searching...
No Matches
Vesper::Renderer2D Member List

This is the complete list of members for Vesper::Renderer2D, including all inherited members.

BeginScene(const Camera &camera, const glm::mat4 &transform)Vesper::Renderer2Dstatic
BeginScene(const EditorCamera &camera)Vesper::Renderer2Dstatic
BeginScene(const OrthographicCamera &camera)Vesper::Renderer2Dstatic
DrawQuad(const glm::mat4 &transform, const glm::vec4 &color)Vesper::Renderer2Dstatic
DrawQuad(const glm::vec2 &position, const glm::vec2 &size, const glm::vec4 &color)Vesper::Renderer2Dstatic
DrawQuad(const glm::vec3 &position, const glm::vec2 &size, const glm::vec4 &color)Vesper::Renderer2Dstatic
DrawQuadRotated(const glm::mat4 &transform, const glm::vec4 &color)Vesper::Renderer2Dstatic
DrawQuadRotated(const glm::vec2 &position, const glm::vec2 &size, float rotationRads, const glm::vec4 &color)Vesper::Renderer2Dstatic
DrawQuadRotated(const glm::vec3 &position, const glm::vec2 &size, float rotationRads, const glm::vec4 &color)Vesper::Renderer2Dstatic
DrawQuadRotatedWithTexture(const glm::mat4 &transform, const Ref< Texture2D > &texture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadRotatedWithTexture(const glm::vec2 &position, const glm::vec2 &size, const Ref< Texture2D > &texture, float rotationRads, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadRotatedWithTexture(const glm::vec3 &position, const glm::vec2 &size, const Ref< Texture2D > &texture, float rotationRads, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadRotatedWithTexture(const glm::mat4 &transform, const Ref< SubTexture2D > &subtexture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadRotatedWithTexture(const glm::vec2 &position, const glm::vec2 &size, const Ref< SubTexture2D > &subtexture, float rotationRads, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadRotatedWithTexture(const glm::vec3 &position, const glm::vec2 &size, const Ref< SubTexture2D > &subtexture, float rotationRads, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadWithTexture(const glm::mat4 &transform, const Ref< Texture2D > &texture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadWithTexture(const glm::vec2 &position, const glm::vec2 &size, const Ref< Texture2D > &texture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadWithTexture(const glm::vec3 &position, const glm::vec2 &size, const Ref< Texture2D > &texture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadWithTexture(const glm::mat4 &transform, const Ref< SubTexture2D > &subtexture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadWithTexture(const glm::vec2 &position, const glm::vec2 &size, const Ref< SubTexture2D > &subtexture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
DrawQuadWithTexture(const glm::vec3 &position, const glm::vec2 &size, const Ref< SubTexture2D > &subtexture, float tilingFactor, const glm::vec4 tintColor)Vesper::Renderer2Dstatic
EndScene()Vesper::Renderer2Dstatic
Flush()Vesper::Renderer2Dstatic
FlushAndReset()Vesper::Renderer2Dprivatestatic
GetStats()Vesper::Renderer2Dstatic
GetWhiteTexture()Vesper::Renderer2Dstatic
Init()Vesper::Renderer2Dstatic
ResetStats()Vesper::Renderer2Dstatic
Shutdown()Vesper::Renderer2Dstatic
StartBatch()Vesper::Renderer2Dprivatestatic