Kemena3D
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kemena::kAssetManager Member List

This is the complete list of members for kemena::kAssetManager, including all inherited members.

calculateNormal(float N[3], float v0[3], float v1[3], float v2[3])kemena::kAssetManager
createMaterial(kShader *shader)kemena::kAssetManager
extractBoneWeightForVertices(kMesh *mesh, aiMesh *meshData, const aiScene *scene)kemena::kAssetManager
fileExists(const kString &fileName)kemena::kAssetManager
getBaseDir(const kString &filePath)kemena::kAssetManager
getBaseFilename(const kString &filePath)kemena::kAssetManager
getExecDir()kemena::kAssetManager
getFileExtension(const kString &fileName)kemena::kAssetManager
kAssetManager()kemena::kAssetManager
loadAnimation(const kString fileName, kMesh *mesh)kemena::kAssetManager
loadGlslFromResource(kString resourceName)kemena::kAssetManager
loadImageFromResource(const char *resourceName, int &width, int &height, int &channels)kemena::kAssetManager
loadMesh(const kString fileName)kemena::kAssetManager
loadMeshFileAssimp(const kString fileName)kemena::kAssetManager
loadMeshFromResource(const kString resourceName, const kString extention)kemena::kAssetManager
loadMeshGltf(const kString fileName)kemena::kAssetManager
loadMeshResourceAssimp(const kString resourceName, const kString extention)kemena::kAssetManager
loadShaderFromCode(kString vertexShaderCode, kString fragmentShaderCode)kemena::kAssetManager
loadShaderFromFile(kString vertexShaderPath, kString fragmentShaderPath)kemena::kAssetManager
loadShaderFromResource(kString vertexShaderName, kString fragmentShaderName)kemena::kAssetManager
loadTexture2D(const kString fileName, const kString textureName, const kTextureFormat format=kTextureFormat::TEX_FORMAT_SRGBA, const bool flipVertical=false, const bool keepData=false)kemena::kAssetManager
loadTexture2DFromMemory(const aiTexture *rawData, const kString textureName, const kTextureFormat format=kTextureFormat::TEX_FORMAT_SRGBA, const bool flipVertical=false, const bool keepData=false)kemena::kAssetManager
loadTexture2DFromResource(const kString resourceName, const kString textureName, const kTextureFormat format=kTextureFormat::TEX_FORMAT_SRGBA, const bool flipVertical=false, const bool keepData=false)kemena::kAssetManager
loadTextureCube(const kString fileNameRight, const kString fileNameLeft, const kString fileNameTop, const kString fileNameBottom, const kString fileNameFront, const kString fileNameBack, const kString textureName)kemena::kAssetManager
loadTextureCubeFromResource(const kString resRight, const kString resLeft, const kString resTop, const kString resBottom, const kString resFront, const kString resBack, const kString textureName)kemena::kAssetManager
normalizeVector(kVec3 &v)kemena::kAssetManager
popDir(const kString &filePath)kemena::kAssetManager
processMesh(aiMesh *mesh, const aiScene *scene)kemena::kAssetManager
processNode(aiNode *node, const aiScene *scene, kMesh *parent)kemena::kAssetManager
saveTexture2D(kTexture2D *texture, const kString fileName, kString format)kemena::kAssetManager
setVertexBoneData(kMesh *mesh, size_t vertexID, int boneID, float weight)kemena::kAssetManager