applyDefaultState(SpriteRenderState *renderState) | Lamp::SpriteRenderer | [protected, virtual] |
applyRendererState() | Lamp::SpriteRenderer | [protected, virtual] |
getDefaultPriority() const | Lamp::SpriteRenderer | [inline, virtual] |
getMaxPriority() const | Lamp::SpriteRenderer | [inline, virtual] |
render() | Lamp::SpriteRenderer | [inline, virtual] |
render(int startPriority, int endPriority) | Lamp::SpriteRenderer | [virtual] |
request(SpriteRequest *spriteRequest) | Lamp::SpriteRenderer | [inline, virtual] |
request(SpriteRequest *spriteRequest, int priority) | Lamp::SpriteRenderer | [virtual] |
request(const SpriteRequest *spriteRequest) | Lamp::SpriteRenderer | [inline, virtual] |
request(const SpriteRequest *spriteRequest, int priority) | Lamp::SpriteRenderer | [inline, virtual] |
requestDefaultState() | Lamp::SpriteRenderer | [inline, virtual] |
requestDefaultState(int priority) | Lamp::SpriteRenderer | [virtual] |
setDefaultPriority(int defaultPriority) | Lamp::SpriteRenderer | [inline, virtual] |
SpriteRenderer(int maxPriority=16, int defaultPriority=8) | Lamp::SpriteRenderer | |
~SpriteRenderer() | Lamp::SpriteRenderer | [virtual] |