23 return _shadow_caster;
38 if (_shadow_caster && !caster) {
39 clear_shadow_buffers();
41 _shadow_caster = caster;
57 if ((_shadow_caster && !caster) || buffer_xsize != _sb_xsize || buffer_ysize != _sb_ysize) {
58 clear_shadow_buffers();
60 _shadow_caster = caster;
61 _sb_xsize = buffer_xsize;
62 _sb_ysize = buffer_ysize;
64 if (buffer_sort != _sb_sort) {
65 ShadowBuffers::iterator it;
66 for(it = _sbuffers.begin(); it != _sbuffers.end(); ++it) {
67 (*it).second->set_sort(buffer_sort);
69 _sb_sort = buffer_sort;
85 ShadowBuffers::iterator it = _sbuffers.find(gsg);
86 if (it == _sbuffers.end()) {
void set_shadow_caster(bool caster)
Sets the flag indicating whether this light should cast shadows or not.
bool is_shadow_caster()
Returns whether this light is configured to cast shadows or not.
void set_active(bool active)
Sets the active flag on the camera.
GraphicsOutputBase * get_shadow_buffer(GraphicsStateGuardianBase *gsg)
Returns the buffer that has been constructed for a given GSG, or NULL if no such buffer has (yet) bee...
This is a base class for the GraphicsStateGuardian class, which is itself a base class for the variou...
An abstract base class for GraphicsOutput, for all the usual reasons.