◆ releaseGLObjects()
| void osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::releaseGLObjects |
( |
osg::State * |
= 0 | ) |
const |
◆ resizeGLObjectBuffers()
| void osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::resizeGLObjectBuffers |
( |
unsigned int |
maxSize | ) |
|
◆ _camera
◆ _cameraProj
| osg::Matrix osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_cameraProj |
◆ _cameraView
| osg::Matrix osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_cameraView |
◆ _debug_camera
◆ _debug_stateset
◆ _debug_texture
◆ _debug_textureUnit
| unsigned int osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_debug_textureUnit |
◆ _farDistanceSplit
| osg::ref_ptr<osg::Uniform> osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_farDistanceSplit |
◆ _frustumSplitCenter
| osg::Vec3d osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_frustumSplitCenter |
◆ _lightCameraSource
| osg::Vec3d osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_lightCameraSource |
◆ _lightCameraTarget
| osg::Vec3d osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_lightCameraTarget |
◆ _lightDirection
| osg::Vec3d osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_lightDirection |
◆ _lightFar
| double osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_lightFar |
◆ _lightNear
| double osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_lightNear |
◆ _resolution
| unsigned int osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_resolution |
◆ _split_far
| double osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_split_far |
◆ _splitID
| unsigned int osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_splitID |
◆ _stateset
◆ _texgen
◆ _texture
◆ _textureUnit
| unsigned int osgShadow::ParallelSplitShadowMap::PSSMShadowSplitTexture::_textureUnit |
The documentation for this struct was generated from the following file: