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Nazara Engine
0.4
A fast, complete, cross-platform API designed for game development
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This is the complete list of members for Nz::Light, including all inherited members.
| AddToRenderQueue(AbstractRenderQueue *renderQueue, const Matrix4f &transformMatrix) const override | Nz::Light | virtual |
| Clone() const | Nz::Light | |
| Create() const | Nz::Light | |
| Cull(const Frustumf &frustum, const Matrix4f &transformMatrix) const override | Nz::Light | virtual |
| EnableShadowCasting(bool castShadows) | Nz::Light | inline |
| EnsureBoundingVolumeUpdated() const | Nz::Renderable | inline |
| EnsureShadowMapUpdate() const | Nz::Light | inline |
| GetAmbientFactor() const | Nz::Light | inline |
| GetAttenuation() const | Nz::Light | inline |
| GetBoundingVolume() const | Nz::Renderable | virtual |
| GetColor() const | Nz::Light | inline |
| GetDiffuseFactor() const | Nz::Light | inline |
| GetInnerAngle() const | Nz::Light | inline |
| GetInnerAngleCosine() const | Nz::Light | inline |
| GetInvRadius() const | Nz::Light | inline |
| GetLightType() const | Nz::Light | inline |
| GetOuterAngle() const | Nz::Light | inline |
| GetOuterAngleCosine() const | Nz::Light | inline |
| GetOuterAngleTangent() const | Nz::Light | inline |
| GetRadius() const | Nz::Light | inline |
| GetShadowMap() const | Nz::Light | inline |
| GetShadowMapFormat() const | Nz::Light | inline |
| GetShadowMapSize() const | Nz::Light | inline |
| InvalidateBoundingVolume() | Nz::Renderable | inlineprotected |
| IsShadowCastingEnabled() const | Nz::Light | inline |
| Light(LightType type=LightType_Point) | Nz::Light | |
| Light(const Light &light) | Nz::Light | inline |
| Light(Light &&light)=default (defined in Nz::Light) | Nz::Light | |
| m_boundingVolume (defined in Nz::Renderable) | Nz::Renderable | mutableprotected |
| operator=(const Light &light) | Nz::Light | inline |
| operator=(Light &&light)=default (defined in Nz::Light) | Nz::Light | |
| operator=(const Renderable &renderable)=default (defined in Nz::Renderable) | Nz::Renderable | |
| operator=(Renderable &&renderable)=default (defined in Nz::Renderable) | Nz::Renderable | |
| Renderable()=default (defined in Nz::Renderable) | Nz::Renderable | |
| Renderable(const Renderable &renderable)=default (defined in Nz::Renderable) | Nz::Renderable | |
| Renderable(Renderable &&)=default (defined in Nz::Renderable) | Nz::Renderable | |
| SetAmbientFactor(float factor) | Nz::Light | inline |
| SetAttenuation(float attenuation) | Nz::Light | inline |
| SetColor(const Color &color) | Nz::Light | inline |
| SetDiffuseFactor(float factor) | Nz::Light | inline |
| SetInnerAngle(float innerAngle) | Nz::Light | inline |
| SetLightType(LightType type) | Nz::Light | inline |
| SetOuterAngle(float outerAngle) | Nz::Light | inline |
| SetRadius(float radius) | Nz::Light | inline |
| SetShadowMapFormat(PixelFormatType shadowFormat) | Nz::Light | inline |
| SetShadowMapSize(const Vector2ui &size) | Nz::Light | inline |
| UpdateBoundingVolume(const Matrix4f &transformMatrix) override | Nz::Light | virtual |
| ~Light()=default (defined in Nz::Light) | Nz::Light | |
| ~Renderable() (defined in Nz::Renderable) | Nz::Renderable | virtual |