Inheritance diagram for osg::LightSource:
Public Types | |
enum | ReferenceFrame { RELATIVE_RF, ABSOLUTE_RF } |
Public Member Functions | |
LightSource () | |
LightSource (const LightSource &ls, const CopyOp ©op=CopyOp::SHALLOW_COPY) | |
Copy constructor using CopyOp to manage deep vs shallow copy. | |
META_Node (osg, LightSource) | |
void | setReferenceFrame (ReferenceFrame rf) |
Set the light sources's ReferenceFrame, either to be relative to its parent reference frame, or relative to an absolute coordinate frame. | |
ReferenceFrame | getReferenceFrame () const |
void | setLight (Light *light) |
Set the attached light. | |
Light * | getLight () |
Get the attached light. | |
const Light * | getLight () const |
Get the const attached light. | |
void | setStateSetModes (StateSet &, StateAttribute::GLModeValue) const |
Set the GLModes on StateSet associated with the LightSource. | |
void | setLocalStateSetModes (StateAttribute::GLModeValue value=StateAttribute::ON) |
Set up the local StateSet. | |
virtual BoundingSphere | computeBound () const |
Compute the bounding sphere around Node's geometry or children. | |
Protected Member Functions | |
virtual | ~LightSource () |
Protected Attributes | |
StateAttribute::GLModeValue | _value |
ref_ptr< Light > | _light |
ReferenceFrame | _referenceFrame |
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Copy constructor using CopyOp to manage deep vs shallow copy.
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Compute the bounding sphere around Node's geometry or children. This method is automatically called by getBound() when the bounding sphere has been marked dirty via dirtyBound(). Reimplemented from osg::Group. |
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Get the const attached light.
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Get the attached light.
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Set the attached light.
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Set up the local StateSet.
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Set the light sources's ReferenceFrame, either to be relative to its parent reference frame, or relative to an absolute coordinate frame. RELATIVE_RF is the default. Note: setting the ReferenceFrame to be ABSOLUTE_RF will also set the CullingActive flag on the light source, and hence all of its parents, to false, thereby disabling culling of it and all its parents. This is necessary to prevent inappropriate culling, but may impact cull times if the absolute light source is deep in the scene graph. It is therefore recommended to only use absolute light source at the top of the scene. |
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Set the GLModes on StateSet associated with the LightSource.
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