Castor3D  0.11.0
Multiplatform 3D engine
castor3d::LightPassReflectiveShadow< LtType > Liste des membres

Liste complète des membres de castor3d::LightPassReflectiveShadow< LtType >, y compris les membres hérités :

accept(PipelineVisitorBase &visitor) overridecastor3d::LightPassReflectiveShadow< LtType >inline
cleanup() overridecastor3d::LightPassReflectiveShadow< LtType >inline
doCreateProgram() overridecastor3d::LightPassShadow< LtType >inlineprotected
doUpdate(bool first, castor::Size const &size, Light const &light, Camera const &camera) overridecastor3d::LightPassReflectiveShadow< LtType >inlineprotected
initialise(Scene const &scene, OpaquePassResult const &gp, SceneUbo &sceneUbo, RenderPassTimer &timer) overridecastor3d::LightPassReflectiveShadow< LtType >inline
LightPassReflectiveShadow(RenderDevice const &device, RsmLightPassConfig const &lpConfig)castor3d::LightPassReflectiveShadow< LtType >inline
LightPassShadow(RenderDevice const &device, castor::String const &suffix, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig=nullptr)castor3d::LightPassShadow< LtType >inline
LightPassShadow(RenderDevice const &device, LightPassConfig const &lpConfig, VoxelizerUbo const *vctConfig=nullptr)castor3d::LightPassShadow< LtType >inline
my_light_type typedefcastor3d::LightPassReflectiveShadow< LtType >
my_pass_type typedefcastor3d::LightPassReflectiveShadow< LtType >
my_shadow_matype typedefcastor3d::LightPassShadow< LtType >
my_shadow_pass_type typedefcastor3d::LightPassReflectiveShadow< LtType >
my_traits typedefcastor3d::LightPassReflectiveShadow< LtType >
render(uint32_t index, ashes::Semaphore const &toWait) overridecastor3d::LightPassReflectiveShadow< LtType >inline