VR3ShadowController Member List

This is the complete list of members for VR3ShadowController, including all inherited members.
Activate()VR3ShadowController
AutoCastShadows(VR3Obj *obj, bool cast)VR3ShadowController [private]
AutoReceiveShadows(VR3Obj *obj, bool receive)VR3ShadowController [private]
CastShadows(VR3Obj *obj, bool cast)VR3ShadowController
CheckVFCulling()VR3ShadowController [inline]
Deactivate()VR3ShadowController
DeinitSource(int id)VR3ShadowController
Disable(int feature, int optional_param=0)VR3ShadowController
DrawShadowMaps()VR3ShadowController [private]
Enable(int feature, int optional_param=0)VR3ShadowController
FetchParameters()VR3ShadowController [inline]
FetchProjMat()VR3ShadowController [inline]
FetchViewMat()VR3ShadowController [inline]
GetActiveController()VR3ShadowController [inline, static]
GetUniforms()VR3ShadowController [inline]
InCasters(VR3Obj *obj)VR3ShadowController [inline]
IncMeshCounter()VR3ShadowController [inline]
InitSource(int id, GLfloat srcposX, GLfloat srcposY, GLfloat srcposZ, GLfloat srcupX, GLfloat srcupY, GLfloat srcupZ, GLfloat srctargetX, GLfloat srctargetY, GLfloat srctargetZ, GLfloat fovy, GLfloat aspect, GLfloat znear, GLfloat zfar, GLsizei width, GLsizei height, GLint filtersize=VR3SDOW_DEF_FILTERSIZE, GLfloat intensity=VR3SDOW_DEF_INTENSITY, GLfloat minvariance=VR3SDOW_DEF_MINVARIANCE, GLfloat bleedred=VR3SDOW_DEF_BLEEDREDUCTION, GLfloat depthscale=VR3SDOW_DEF_DEPTHSCALE)VR3ShadowController
InReceivers(VR3Obj *obj)VR3ShadowController [inline]
IsEnabled(int feature, int optional_param=0)VR3ShadowController
m_blur_programsVR3ShadowController [private]
m_blur_unilocsVR3ShadowController [private]
m_castersVR3ShadowController [private]
m_cursrcprojmatVR3ShadowController [private]
m_cursrcviewmatVR3ShadowController [private]
m_face_cullingVR3ShadowController [private]
m_meshcounterVR3ShadowController [private]
m_modeVR3ShadowController [private]
m_receiversVR3ShadowController [private]
m_shadowmap_programVR3ShadowController [private]
m_shadowmap_unilocsVR3ShadowController [private]
m_shadparamsVR3ShadowController [private]
m_source_cullingVR3ShadowController [private]
m_sourcesVR3ShadowController [private]
m_VAOVR3ShadowController [private]
m_VBOVR3ShadowController [private]
m_vf_cullingVR3ShadowController [private]
ms_activecontrollerVR3ShadowController [private, static]
operator=(const VR3ShadowController &)VR3ShadowController [private]
PrepareVAO()VR3ShadowController [private]
ReceiveShadows(VR3Obj *obj, bool receive)VR3ShadowController
SetAlgorithmParam(int id, GLint filtersize=VR3SDOW_DEF_FILTERSIZE, GLfloat intensity=VR3SDOW_DEF_INTENSITY, GLfloat minvariance=VR3SDOW_DEF_MINVARIANCE, GLfloat bleedred=VR3SDOW_DEF_BLEEDREDUCTION, GLfloat depthscale=VR3SDOW_DEF_DEPTHSCALE)VR3ShadowController
SetFrustumParam(int id, GLfloat srcposX, GLfloat srcposY, GLfloat srcposZ, GLfloat srcupX, GLfloat srcupY, GLfloat srcupZ, GLfloat srctargetX, GLfloat srctargetY, GLfloat srctargetZ, GLfloat fovy, GLfloat aspect, GLfloat znear, GLfloat zfar)VR3ShadowController
SetMapParam(int id, GLsizei width, GLsizei height)VR3ShadowController
SourceVisibilityTest(const ShadowSource *src)VR3ShadowController [private]
VR3Obj classVR3ShadowController [friend]
VR3Scene classVR3ShadowController [friend]
VR3ShadowController(const VR3ShadowController &)VR3ShadowController [private]
VR3ShadowController(int mode=VR3SDOWCTRL_AUTOMATIC)VR3ShadowController
~VR3ShadowController()VR3ShadowController
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