This is the complete list of members for SLShadowMap, including all inherited members.
| _camera | SLShadowMap | private |
| _cascadesFactor | SLShadowMap | private |
| _depthBuffers | SLShadowMap | private |
| _frustumVAO | SLShadowMap | private |
| _halfSize | SLShadowMap | private |
| _light | SLShadowMap | private |
| _lightClipFar | SLShadowMap | private |
| _lightClipNear | SLShadowMap | private |
| _lightProj | SLShadowMap | private |
| _lightSpace | SLShadowMap | private |
| _lightView | SLShadowMap | private |
| _material | SLShadowMap | private |
| _maxCascades | SLShadowMap | private |
| _numCascades | SLShadowMap | private |
| _projection | SLShadowMap | private |
| _rayCount | SLShadowMap | private |
| _size | SLShadowMap | private |
| _textureSize | SLShadowMap | private |
| _useCascaded | SLShadowMap | private |
| _useCubemap | SLShadowMap | private |
| camera() | SLShadowMap | inline |
| cascadesFactor(float factor) | SLShadowMap | inline |
| cascadesFactor() | SLShadowMap | inline |
| clipFar(SLfloat clipFar) | SLShadowMap | inline |
| clipNear(SLfloat clipNear) | SLShadowMap | inline |
| depthBuffer() | SLShadowMap | inline |
| depthBuffers() | SLShadowMap | inline |
| drawCalls | SLShadowMap | static |
| drawFrustum() | SLShadowMap | |
| drawNodesDirectionalCulling(SLVNode visibleNodes, SLSceneView *sv, SLMat4f &lightView) | SLShadowMap | private |
| drawNodesIntoDepthBufferRec(SLNode *node, SLSceneView *sv, SLMat4f &lightView) | SLShadowMap | private |
| drawRays() | SLShadowMap | |
| getShadowMapCascades(int numCascades, float camClipNear, float camClipFar) | SLShadowMap | private |
| lightClipFar() | SLShadowMap | inline |
| lightClipNear() | SLShadowMap | inline |
| lightCullingAdaptiveRec(SLNode *node, SLMat4f &lightProj, SLMat4f &lightView, SLPlane *lightFrustumPlanes, SLVNode &visibleNodes) | SLShadowMap | private |
| lightSpace() | SLShadowMap | inline |
| maxCascades() | SLShadowMap | inline |
| numCascades(int numCascades) | SLShadowMap | inline |
| numCascades() | SLShadowMap | inline |
| projection() | SLShadowMap | inline |
| rayCount(const SLVec2i &rayCount) | SLShadowMap | inline |
| rayCount() | SLShadowMap | inline |
| renderDirectionalLightCascaded(SLSceneView *sv, SLNode *root) | SLShadowMap | private |
| renderShadows(SLSceneView *sv, SLNode *root) | SLShadowMap | |
| size(const SLVec2f &size) | SLShadowMap | inline |
| size() | SLShadowMap | inline |
| SLShadowMap(SLLight *light, const SLfloat lightClipNear=0.1f, const SLfloat lightClipFar=20.0f, const SLVec2f &size=SLVec2f(8, 8), const SLVec2i &texSize=SLVec2i(1024, 1024)) | SLShadowMap | |
| SLShadowMap(SLLight *light, SLCamera *camera, const SLVec2i &texSize=SLVec2i(1024, 1024), const SLint numCascades=4) | SLShadowMap | |
| textureSize(const SLVec2i &textureSize) | SLShadowMap | inline |
| textureSize() | SLShadowMap | inline |
| updateLightSpaces() | SLShadowMap | private |
| useCascaded() const | SLShadowMap | inline |
| useCubemap(SLbool useCubemap) | SLShadowMap | inline |
| useCubemap() const | SLShadowMap | inline |
| ~SLShadowMap() | SLShadowMap | |