List of all members.
Member Typedef Documentation
Member Enumeration Documentation
Constructor & Destructor Documentation
osgShadow::ParallelSplitShadowMap::ParallelSplitShadowMap |
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osg::Geode ** |
debugGroup = NULL , |
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int |
icountplanes = 3 |
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) |
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virtual osgShadow::ParallelSplitShadowMap::~ParallelSplitShadowMap |
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[inline, protected, virtual] |
Member Function Documentation
virtual void osgShadow::ParallelSplitShadowMap::cleanSceneGraph |
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) |
[virtual] |
void osgShadow::ParallelSplitShadowMap::enableShadowGLSLFiltering |
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bool |
filtering = true ) |
[inline] |
enable / disable shadow filtering
const osg::Vec2f& osgShadow::ParallelSplitShadowMap::getPolygonOffset |
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) |
[inline] |
Get the polygon offset osg::Vec2f(factor,unit)
virtual void osgShadow::ParallelSplitShadowMap::init |
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) |
[virtual] |
void osgShadow::ParallelSplitShadowMap::setAmbientBias |
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const osg::Vec2 & |
ambientBias ) |
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Set the values for the ambient bias the shader will use.
void osgShadow::ParallelSplitShadowMap::setDebugColorOn |
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) |
[inline] |
Switch on the debug coloring in GLSL (only the first 3 texture/splits showed for visualisation
set fragment shader generator
void osgShadow::ParallelSplitShadowMap::setMaxFarDistance |
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double |
farDist ) |
[inline] |
void osgShadow::ParallelSplitShadowMap::setMinNearDistanceForSplits |
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double |
nd ) |
[inline] |
Set min near distance for splits
void osgShadow::ParallelSplitShadowMap::setMoveVCamBehindRCamFactor |
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double |
distFactor ) |
[inline] |
Set the factor for moving the virtual camera behind the real camera
void osgShadow::ParallelSplitShadowMap::setPolygonOffset |
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const osg::Vec2f & |
p ) |
[inline] |
Set the polygon offset osg::Vec2f(factor,unit)
void osgShadow::ParallelSplitShadowMap::setSplitCalculationMode |
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SplitCalcMode |
scm = SPLIT_EXP ) |
[inline] |
set split calculation mode
void osgShadow::ParallelSplitShadowMap::setTextureResolution |
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unsigned int |
resolution ) |
[inline] |
Set the texture resolution
void osgShadow::ParallelSplitShadowMap::setUserLight |
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osg::Light * |
light ) |
[inline] |
set a user defined light for shadow simulation (sun light, ... ) when this light get passed to pssm, the scene's light are no longer collected and simulated. just this user passed light, it needs to be a directional light.
virtual void osgShadow::ParallelSplitShadowMap::update |
( |
osg::NodeVisitor & |
nv ) |
[virtual] |
Member Data Documentation
The documentation for this class was generated from the following file: