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 |