<dt><aclass="anchor"id="_deprecated000004"></a>Member <aclass="el"href="classsf_1_1RenderTexture.html#a0e945c4ce7703591c7f240b169744603">sf::RenderTexture::create</a> (unsigned int width, unsigned int height, bool depthBuffer)</dt>
<dd>Use a <aclass="el"href="classsf_1_1Texture.html"title="Image living on the graphics card that can be used for drawing. ">sf::Texture</a> and its <aclass="el"href="classsf_1_1Texture.html#ad3cceef238f7d5d2108a98dd38c17fc5"title="ServerUpdate the texture from the contents of a window. ">sf::Texture::update(const Window&)</a> function and copy its contents into an <aclass="el"href="classsf_1_1Image.html"title="Class for loading, manipulating and saving images. ">sf::Image</a> instead. </dd>
<dt><aclass="anchor"id="_deprecated000012"></a>Member <aclass="el"href="classsf_1_1Shader.html#aa8618119ed4399df3fd33e78ee96b4fc">sf::Shader::setParameter</a> (const std::string &name, const <aclass="el"href="classsf_1_1Color.html"title="Utility class for manipulating RGBA colors. ">Color</a>&color)</dt>
<dd>Use <aclass="el"href="classsf_1_1Shader.html#abc1aee8343800680fd62e1f3d43c24bf"title="Specify value for vec4 uniform. ">setUniform(const std::string&, const Glsl::Vec4&)</a> instead. </dd>
<dt><aclass="anchor"id="_deprecated000015"></a>Member <aclass="el"href="classsf_1_1Shader.html#af06b4cba0bab915fa01032b063909044">sf::Shader::setParameter</a> (const std::string &name, <aclass="el"href="structsf_1_1Shader_1_1CurrentTextureType.html"title="Special type that can be passed to setUniform(), and that represents the texture of the object being ...">CurrentTextureType</a>)</dt>
<dd>Use <aclass="el"href="classsf_1_1Shader.html#ab18f531e1f726b88fec1cf5a1e6af26d"title="Specify current texture as sampler2D uniform. ">setUniform(const std::string&, CurrentTextureType)</a> instead. </dd>
<dd>Use <aclass="el"href="classsf_1_1Shader.html#a4a2c673c41e37b17d67e4af1298b679f"title="Specify value for vec2 uniform. ">setUniform(const std::string&, const Glsl::Vec2&)</a> instead. </dd>
<dt><aclass="anchor"id="_deprecated000014"></a>Member <aclass="el"href="classsf_1_1Shader.html#a7f58ab5c0a1084f238dfcec86602daa1">sf::Shader::setParameter</a> (const std::string &name, const <aclass="el"href="classsf_1_1Texture.html"title="Image living on the graphics card that can be used for drawing. ">Texture</a>&texture)</dt>
<dd>Use <aclass="el"href="classsf_1_1Shader.html#a7806a29ffbd0ee9251256a9e7265d479"title="Specify a texture as sampler2D uniform. ">setUniform(const std::string&, const Texture&)</a> instead. </dd>
<dd>There is now fill and outline colors instead of a single global color. Use <aclass="el"href="classsf_1_1Text.html#a6b4ba8c435b59e1e05f831e6230dc537"title="Get the fill color of the text. ">getFillColor()</a> or <aclass="el"href="classsf_1_1Text.html#a53559d563461089f1172571b375442dc"title="Get the outline color of the text. ">getOutlineColor()</a> instead. </dd>
<dt><aclass="anchor"id="_deprecated000016"></a>Member <aclass="el"href="classsf_1_1Text.html#afd1742fca1adb6b0ea98357250ffb634">sf::Text::setColor</a> (const <aclass="el"href="classsf_1_1Color.html"title="Utility class for manipulating RGBA colors. ">Color</a>&color)</dt>
<dd>There is now fill and outline colors instead of a single global color. Use <aclass="el"href="classsf_1_1Text.html#ab7bb3babac5a6da1802b2c3e1a3e6dcc"title="Set the fill color of the text. ">setFillColor()</a> or <aclass="el"href="classsf_1_1Text.html#aa19ec69c3b894e963602a6804ca68fe4"title="Set the outline color of the text. ">setOutlineColor()</a> instead. </dd>