| BlendState | Engine.Graphics.BaseBatch | |
| Clear() | Engine.Graphics.BaseTexturedBatch | |
| DepthStencilState | Engine.Graphics.BaseBatch | |
| Flush(Matrix matrix, bool clearAfterFlush=true) | Engine.Graphics.BaseTexturedBatch | virtual |
| Flush(Matrix matrix, Vector4 color, bool clearAfterFlush=true) | Engine.Graphics.BaseTexturedBatch | |
| FlushWithDeviceState(bool useAlphaTest, Texture2D texture, SamplerState samplerState, Matrix matrix, Vector4 color, bool clearAfterFlush=true) | Engine.Graphics.BaseTexturedBatch | |
| FlushWithDeviceState(Shader shader, bool clearAfterFlush=true) | Engine.Graphics.BaseTexturedBatch | |
| IsEmpty() | Engine.Graphics.BaseTexturedBatch | |
| Layer | Engine.Graphics.BaseBatch | |
| m_shader | Engine.Graphics.BaseTexturedBatch | static |
| m_shaderAlphaTest | Engine.Graphics.BaseTexturedBatch | static |
| RasterizerState | Engine.Graphics.BaseBatch | |
| SamplerState | Engine.Graphics.BaseTexturedBatch | |
| Texture | Engine.Graphics.BaseTexturedBatch | |
| TransformTriangles(Matrix matrix, int start=0, int end=-1) | Engine.Graphics.BaseTexturedBatch | |
| TransformTrianglesColors(Color color, int start=0, int end=-1) | Engine.Graphics.BaseTexturedBatch | |
| TriangleIndices | Engine.Graphics.BaseTexturedBatch | |
| TriangleVertices | Engine.Graphics.BaseTexturedBatch | |
| UseAlphaTest | Engine.Graphics.BaseTexturedBatch | |