◆ 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: