144 virtual void Set_Ortho_Projection(
float xmin,
float xmax,
float ymin,
float ymax,
float znear,
float zfar);
MultiListObjectClass(void)
virtual void * Get_Projection_Object_ID(void) const
void Set_Render_Target(TextureClass *render_target, ZTextureClass *ztarget=NULL)
virtual void Set_Perspective_Projection(float hfov, float vfov, float znear, float zfar)
bool Needs_Render_Target(void)
void Configure_Camera(CameraClass &camera)
void Set_Attenuation(float attenuation)
bool Is_Affect_Dynamic_Objects_Enabled(void)
bool Get_Flag(uint32 flag) const
void Set_Texture(TextureClass *texture)
bool Compute_Perspective_Projection(RenderObjClass *obj, const Vector3 &lightpos, float znear=-1.0f, float zfar=-1.0f)
bool Compute_Texture(RenderObjClass *model, SpecialRenderInfoClass *context)
virtual ~TexProjectClass(void)
float Get_Intensity(void)
virtual void Pre_Render_Update(const Matrix3D &camera)
ZTextureClass * Peek_DepthStencilBuffer() const
bool Compute_Ortho_Projection(RenderObjClass *obj, const Vector3 &lightdir, float znear=-1.0f, float zfar=-1.0f)
void Set_DepthStencilBuffer(ZTextureClass *ztex)
TextureClass * Peek_Texture(void) const
virtual void Update_WS_Bounding_Volume(void)
void Set_Flag(uint32 flag, bool onoff)
ZTextureClass * Get_DepthStencilBuffer() const
ZTextureClass * DepthStencilTarget
virtual void Set_Ortho_Projection(float xmin, float xmax, float ymin, float ymax, float znear, float zfar)
void Set_Texture_Size(int size)
MaterialPassClass * Peek_Material_Pass(void)
bool Is_Affect_Static_Objects_Enabled(void)
TextureClass * Get_Texture(void) const
bool Is_Intensity_Zero(void)
void Enable_Affect_Dynamic_Objects(bool onoff)
TextureClass * Peek_Render_Target(TextureClass **rtarget=NULL, ZTextureClass **ztarget=NULL)
void Init_Multiplicative(void)
void Enable_Depth_Gradient(bool onoff)
int Get_Texture_Size(void)
bool Is_Depth_Gradient_Enabled(bool onoff)
bool Is_Attenuation_Enabled(void)
MaterialPassClass * MaterialPass
MatrixMapperClass * Mapper1
float Get_Attenuation(void)
void Enable_Affect_Static_Objects(bool onoff)
void Enable_Attenuation(bool onoff)
TextureClass * RenderTarget
void Set_Intensity(float intensity, bool immediate=false)
RefMultiListClass< TexProjectClass > TexProjListClass
RefMultiListIterator< TexProjectClass > TexProjListIterator