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A m_depth texture can automatically perform the m_depth comparison used for shadow mapping on a texture lookup. More...
Public Types | |
enum | Value { DEPTH_NORMAL = 0, DEPTH_LEQUAL = 1, DEPTH_GEQUAL = 2 } |
Don't use this enum; use InterpolateMode instances instead. More... | |
Public Member Functions | |
DepthReadMode (const G3D::String &x) | |
DepthReadMode (char v) | |
DepthReadMode (int v) | |
DepthReadMode (const G3D::Any &a) | |
DepthReadMode () | |
DepthReadMode (const Value v) | |
void | deserialize (G3D::BinaryInput &b) |
unsigned int | hashCode () const |
operator int () const | |
bool | operator!= (const DepthReadMode ::Value other) const |
bool | operator!= (const DepthReadMode other) const |
DepthReadMode | operator+ (const int x) const |
DepthReadMode & | operator++ () |
DepthReadMode & | operator+= (const int x) |
DepthReadMode | operator- (const int x) const |
DepthReadMode & | operator-- () |
DepthReadMode & | operator-= (const int x) |
bool | operator< (const DepthReadMode other) const |
bool | operator< (const Value other) const |
bool | operator<= (const Value other) const |
bool | operator<= (const DepthReadMode other) const |
DepthReadMode & | operator= (const G3D::Any &a) |
bool | operator== (const DepthReadMode ::Value other) const |
bool | operator== (const DepthReadMode other) const |
bool | operator> (const DepthReadMode other) const |
bool | operator> (const Value other) const |
bool | operator>= (const DepthReadMode other) const |
bool | operator>= (const Value other) const |
void | serialize (G3D::BinaryOutput &b) const |
G3D::Any | toAny () const |
const char * | toString () const |
Static Public Member Functions | |
static const char * | classname () |
static int | count () |
static Value | nthValue (int n) |
static const char * | toString (int i, Value &v) |
Public Attributes | |
enum G3D::DepthReadMode::Value | value |
A m_depth texture can automatically perform the m_depth comparison used for shadow mapping on a texture lookup.
The result of a texture lookup is thus the shadowed amount (which will be percentage closer filtered on newer hardware) and not the actual m_depth from the light's point of view.
This combines GL_TEXTURE_COMPARE_MODE_ARB and GL_TEXTURE_COMPARE_FUNC_ARB from http://www.nvidia.com/dev_content/nvopenglspecs/GL_ARB_shadow.txt
For best results on percentage closer hardware (GeForceFX and Radeon9xxx or better), create shadow maps as m_depth textures with BILINEAR_NO_MIPMAP sampling.
See also G3D::RenderDevice::configureShadowMap and the Collision_Demo.
Don't use this enum; use InterpolateMode instances instead.
Enumerator | |
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DEPTH_NORMAL | |
DEPTH_LEQUAL | |
DEPTH_GEQUAL |
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enum G3D::DepthReadMode::Value G3D::DepthReadMode::value |