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| CStructureShadowsOSG (bool bDepthShadow=false, bool bStructureOnStructureShadows=false) |
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void | SetSunDirection (osg::Vec3 SunPosition) |
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void | ComputeShadows () |
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bool | Initialise (osgUtil::SceneView *pSceneView, osg::Node *pStructures, osg::Node *pShadowed, const int iResolution, float fDarkness, int iTextureUnit, const FSphere &ShadowSphere) |
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void | SetShadowDarkness (float fDarkness) |
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void | SetShadowSphere (const FSphere &ShadowSphere, bool bForceRedraw) |
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void | SetPolygonOffset (float fFactor, float fUnits) |
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void | ExcludeFromShadower (osg::Node *pNode, bool bExclude) |
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bool | IsExcludedFromShadower (osg::Node *pNode) |
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osg::ref_ptr< osg::CameraNode > | m_pCameraNode |
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osg::ref_ptr< osg::Texture2D > | m_pTexture |
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osg::ref_ptr< osg::Material > | m_pMaterial |
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osg::ref_ptr< osgUtil::SceneView > | m_pSceneView |
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osg::ref_ptr< osg::Node > | m_pShadowed |
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osg::ref_ptr< osg::TexGenNode > | m_pTerrainTexGenNode |
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osg::ref_ptr< osg::Group > | m_pTop |
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osg::ref_ptr< osg::Uniform > | m_pAmbientBias |
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osg::ref_ptr< osg::PolygonOffset > | m_pPolygonOffset |
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float | m_fShadowDarkness |
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bool | m_bDepthShadow |
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bool | m_bStructureOnStructureShadows |
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osg::Vec3 | m_SunDirection |
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int | m_iTargetResolution |
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int | m_iCurrentResolution |
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bool | m_bUsingLiveFrameBuffer |
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std::list< osg::Node * > | m_ExcludeFromShadower |
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float | m_fPolygonOffsetFactor |
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float | m_fPolygonOffsetUnits |
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FSphere | m_ShadowSphere |
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static osg::TexGenNode * | m_pStructureTexGenNode |
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The documentation for this class was generated from the following file: