#include <LightObject.h>
◆ LightObject() [1/2]
| _NL::Object::LightObject::LightObject |
( |
| ) |
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◆ LightObject() [2/2]
| _NL::Object::LightObject::LightObject |
( |
char * |
name | ) |
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◆ GenerateFramebuffer()
| void _NL::Object::LightObject::GenerateFramebuffer |
( |
GLuint |
Shadow_Width, |
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GLuint |
Shadow_Height |
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) |
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◆ getTypeName()
| char * _NL::Object::LightObject::getTypeName |
( |
| ) |
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overridevirtual |
Every Sub Class must Overload this method.
e.g : " return "_NL::UI::subgetTypeName" "
Implements _NL::Core::Object.
◆ bCastsShadows
| bool _NL::Object::LightObject::bCastsShadows = true |
◆ Framebuffer
| GLuint _NL::Object::LightObject::Framebuffer |
◆ LightProperties
◆ ShadowMap
| GLuint _NL::Object::LightObject::ShadowMap |
The documentation for this class was generated from the following files:
- X:/NewHDD/Games/GAME DEVELOPMENT/C++/Projects3/NamelessEngineRepo/NamelessEngine/NamelessEngine/LightObject.h
- X:/NewHDD/Games/GAME DEVELOPMENT/C++/Projects3/NamelessEngineRepo/NamelessEngine/NamelessEngine/LightObject.cpp