|  | OGRE-Next 3.0.0
    Object-Oriented Graphics Rendering Engine | 
#include <OgreCompositorShadowNode.h>
| Public Member Functions | |
| void | addLightType (Light::LightTypes lightType) | 
| See Light::LightTypes. | |
| Public Attributes | |
| uint8 | atlasId | 
| What texture atlas to use. | |
| Resolution | atlasStart [4] | 
| In pixels, start of the texture (XY). | |
| uint8 | numPssmSplits | 
| Number of PSSM splits. In range [2; 4]. Ignored for non-PSSM techniques. | |
| Resolution | resolution [4] | 
| uint32 | supportedLightTypes | 
| Bitmask OR of e.g. | |
| ShadowMapTechniques | technique | 
| Technique to use. | |
| void Ogre::ShadowNodeHelper::ShadowParam::addLightType | ( | Light::LightTypes | lightType | ) | 
See Light::LightTypes.
| uint8 Ogre::ShadowNodeHelper::ShadowParam::atlasId | 
What texture atlas to use.
Should be in range [0; numShadowParam) You can have all shadow maps share the same shadow map if you want. Don't leave gaps (e.g. use atlasId = 0 and atlasId = 2, but not atlasId = 1)
| Resolution Ogre::ShadowNodeHelper::ShadowParam::atlasStart[4] | 
In pixels, start of the texture (XY).
One for each PSSM split. When not using PSSM, entries in range [1; 4) are ignored. Be careful not to overlap within the same atlasId.
| uint8 Ogre::ShadowNodeHelper::ShadowParam::numPssmSplits | 
Number of PSSM splits. In range [2; 4]. Ignored for non-PSSM techniques.
| Resolution Ogre::ShadowNodeHelper::ShadowParam::resolution[4] | 
| uint32 Ogre::ShadowNodeHelper::ShadowParam::supportedLightTypes | 
Bitmask OR of e.g.
(1u << LT_DIRECTIONAL) | (1u << LT_POINT) | (1u << LT_SPOTLIGHT)
| ShadowMapTechniques Ogre::ShadowNodeHelper::ShadowParam::technique | 
Technique to use.