LowMemLight Member List

This is the complete list of members for LowMemLight, including all inherited members.

addChild(SPTR< Node > _child)Node
calcWorldMatrix(D3DXMATRIX &pMatWorld)LowMemLight [virtual]
countAndLabelPixels(int &x, int &y, float *floatPointer, int &maxArea, int &fieldCounter, int pitch)LowMemLight [protected]
findNextArea(int &x, int &y, float *floatPointer, int pitch)LowMemLight [protected]
getAbsBoxCenter()Node
getAbsMaxBBox()Node
getAbsMinBBox()Node
getAbsoluteDirectionVector(Vector &dirOut, Vector &dirIn)Node [virtual]
getAbsolutePosition()Node
getAbsoluteVector(Vector &pOut, Vector &pIn)LowMemLight [virtual]
getChildren()Node
getCurrentDepthMap()LowMemLight
getCurrentWorldMatrix()LowMemLight
getEpsilon()LowMemLight
getErrorSurface()LowMemLight
getErrorTexture()LowMemLight
getErrorThreshold()LowMemLight
getFather()Node
getFilterKernelSize()LowMemLight
getFilterSamplingDistance()LowMemLight
getLightDimension()LowMemLight
getLightSumRenderTarget()LowMemLight
getLightSumTexture()LowMemLight
getLowResShadowMapSize()LowMemLight
getNbShadowMaps()LowMemLight
getPosition()Node
getRenderer()Node [virtual]
getRotationX()Node
getRotationY()Node
getRotationZ()Node
getShadowMapSize()LowMemLight
getSMBias()LowMemLight
getThirdRenderTarget()LowMemLight
getThirdTexture()LowMemLight
getWorldMatrix()Node
hasRenderer()Node
isA(int _nodeType)Node
isErrorOkay(DWORD nbPixels)LowMemLight
isVisible()Node
killMe()Node [virtual]
LowMemLight(void)LowMemLight
myPositionNode
myRotationNode
mySceneNode
Node(void)Node
onStandBy()Node
removeAllChildren()Node [virtual]
removeChild(std::list< SPTR< Node > >::iterator _it)Node [virtual]
removeChild(SPTR< Node > _child)Node [virtual]
removeRenderer()Node [virtual]
rotate(float dalpha, float dbeta, float dgamma)Node [virtual]
setCurrentDepthMap(IDirect3DTexture9 *_currentDepthMap)LowMemLight
setCurrentWorldMatrix(D3DXMATRIX *_currentWorldMatrix)LowMemLight
setEnableMatrixCalculation(bool _enableMatrixCalculation)Node
setEpsilon(float _epsilon)LowMemLight
setErrorMetric(int _errorMetric)LowMemLight
setErrorThreshold(float _errorThreshold)LowMemLight
setFilterKernelSize(int _kernelSize)LowMemLight
setFilterSamplingDistance(float _samplingDistance)LowMemLight
setLightDimension(float _length)LowMemLight
setLowResShadowMap(int _lowResMapSize)LowMemLight
setNbShadowMaps(int _nbMaps)LowMemLight
setPosition(float x, float y, float z)Node [virtual]
setPosition(Vector &p)Node [virtual]
setRenderer(SPTR< Renderer > &_myRenderer)Node [virtual]
setRotation(float alpha, float beta, float gamma)Node [virtual]
setRotation(Vector &r)Node [virtual]
setScene(Scene &scene)Node
setShadowMapSize(int _mapSize)LowMemLight
setSMBias(float _fSMBias)LowMemLight
setStandBy(bool _standBy)Node
setVisible(bool _visible)Node
setWorldMatrix(D3DXMATRIXA16 &worldMatrix)Node
swapLightSumMaps()LowMemLight
testAgainstFrustumNode
translate(float dx, float dy, float dz)Node [virtual]
translate(Vector &tv)Node [virtual]
update(float dt)Node [virtual]
updateBBox()Node [virtual]
~LowMemLight(void)LowMemLight
~Node(void)Node


Generated on Sun Oct 7 01:15:32 2007 for Adaptive Soft Shadows by  doxygen 1.5.3