, 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_programs | VR3ShadowController | [private] |
m_blur_unilocs | VR3ShadowController | [private] |
m_casters | VR3ShadowController | [private] |
m_cursrcprojmat | VR3ShadowController | [private] |
m_cursrcviewmat | VR3ShadowController | [private] |
m_face_culling | VR3ShadowController | [private] |
m_meshcounter | VR3ShadowController | [private] |
m_mode | VR3ShadowController | [private] |
m_receivers | VR3ShadowController | [private] |
m_shadowmap_program | VR3ShadowController | [private] |
m_shadowmap_unilocs | VR3ShadowController | [private] |
m_shadparams | VR3ShadowController | [private] |
m_source_culling | VR3ShadowController | [private] |
m_sources | VR3ShadowController | [private] |
m_VAO | VR3ShadowController | [private] |
m_VBO | VR3ShadowController | [private] |
m_vf_culling | VR3ShadowController | [private] |
ms_activecontroller | VR3ShadowController | [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 class | VR3ShadowController | [friend] |
VR3Scene class | VR3ShadowController | [friend] |
VR3ShadowController(const VR3ShadowController &) | VR3ShadowController | [private] |
VR3ShadowController(int mode=VR3SDOWCTRL_AUTOMATIC) | VR3ShadowController | |
~VR3ShadowController() | VR3ShadowController | |