OGRE-Next
3.0.0
Object-Oriented Graphics Rendering Engine
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Implements the uniform shadow mapping algorithm in focused mode. More...
#include <OgreShadowCameraSetupFocused.h>
Public Member Functions | |
FocusedShadowCameraSetup () | |
Default constructor. More... | |
~FocusedShadowCameraSetup () override | |
Default destructor. More... | |
void | getShadowCamera (const SceneManager *sm, const Camera *cam, const Light *light, Camera *texCam, size_t iteration, const Vector2 &viewportRealSize) const override |
Returns a uniform shadow camera with a focused view. More... | |
Real | getXYPadding () const |
See FocusedShadowCameraSetup::setXYPadding. More... | |
void | setXYPadding (Real pad) |
setXYPadding FocusedShadowCameraSetup tries to make the shadow mapping camera fit the casters as tight as possible to minimize aliasing. More... | |
Public Member Functions inherited from Ogre::DefaultShadowCameraSetup | |
DefaultShadowCameraSetup () | |
Default constructor. More... | |
~DefaultShadowCameraSetup () override | |
Destructor. More... | |
Public Member Functions inherited from Ogre::ShadowCameraSetup | |
ShadowCameraSetup () | |
virtual | ~ShadowCameraSetup () |
Need virtual destructor in case subclasses use it. More... | |
Real | getMaxDistance () const |
Real | getMinDistance () const |
Additional Inherited Members | |
Static Public Member Functions inherited from Ogre::ShadowCameraSetup | |
static void | setUseEsm (bool useEsm) |
Implements the uniform shadow mapping algorithm in focused mode.
Ogre::FocusedShadowCameraSetup::FocusedShadowCameraSetup | ( | ) |
Default constructor.
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override |
Default destructor.
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overridevirtual |
Returns a uniform shadow camera with a focused view.
Reimplemented from Ogre::DefaultShadowCameraSetup.
Reimplemented in Ogre::PSSMShadowCameraSetup.
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inline |
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inline |
setXYPadding FocusedShadowCameraSetup tries to make the shadow mapping camera fit the casters as tight as possible to minimize aliasing.
But due to various math issues sometimes it ends up being too tight.
If you experience missing shadows or with gaps/holes you may need to increase the padding.
Most likely you want the reverse. In particular circumstances you want maximum quality thus you want to minimize this padding
pad | Value in range [0; inf) Negative values may cause glitches |