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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 | |
|---|---|
| DEPTH_NORMAL | |
| DEPTH_LEQUAL | |
| DEPTH_GEQUAL | |
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| enum G3D::DepthReadMode::Value G3D::DepthReadMode::value |
1.8.15