| Light() | D3D9::FixedVertexShader::Light | [inline] |
| set_ambient(math::scalar_t r, math::scalar_t g, math::scalar_t b) | D3D9::FixedVertexShader::Light | [inline] |
| set_attenuation(math::scalar_t linear, math::scalar_t squared, math::scalar_t exponential) | D3D9::FixedVertexShader::Light | [inline] |
| set_diffuse(math::scalar_t r, math::scalar_t g, math::scalar_t b) | D3D9::FixedVertexShader::Light | [inline] |
| set_direction(const math::vector4 &dir) | D3D9::FixedVertexShader::Light | [inline] |
| set_position(const math::vector4 &pos) | D3D9::FixedVertexShader::Light | [inline] |
| set_range(math::scalar_t range) | D3D9::FixedVertexShader::Light | [inline] |
| set_specular(math::scalar_t r, math::scalar_t g, math::scalar_t b) | D3D9::FixedVertexShader::Light | [inline] |
| set_spotlight_params(math::scalar_t theta, math::scalar_t phi, math::scalar_t falloff) | D3D9::FixedVertexShader::Light | [inline] |
| set_type(D3DLIGHTTYPE type) | D3D9::FixedVertexShader::Light | [inline] |