Inheritance diagram for osgFX::AnisotropicLighting:
Public Member Functions | |
AnisotropicLighting () | |
AnisotropicLighting (const AnisotropicLighting ©, const osg::CopyOp ©op=osg::CopyOp::SHALLOW_COPY) | |
META_Effect (osgFX, AnisotropicLighting,"Anisotropic Lighting","This single-pass effect implements a sort of anisotropic ""lighting that replaces the standard OpenGL lighting model.\n""The final color of vertices is not computed directly, it is ""the result of a texture lookup on a user-supplied lighting ""image map. A vertex program is used to compute the s and t ""texture coordinates as follows: s = (N dot H) ; t = (N dot L) ""where N is the vertex normal, L is the light-to-vertex vector, ""H is the half-way vector. This is a good example of how you ""can use the State::getInitialViewMatrix() method to retrieve ""the view matrix and perform view-dependant effects without ""fakes of any kind.\n""This effect requires the ARB_vertex_program extension.","Marco Jez") | |
osg::Image * | getLightingMap () |
const osg::Image * | getLightingMap () const |
void | setLightingMap (osg::Image *image) |
int | getLightNumber () const |
void | setLightNumber (int n) |
Protected Member Functions | |
virtual | ~AnisotropicLighting () |
AnisotropicLighting & | operator= (const AnisotropicLighting &) |
bool | define_techniques () |
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abstract method to be implemented in derived classes; its purpose if to create the techniques that can be used for obtaining the desired effect. You will usually call addTechnique() inside this method. Implements osgFX::Effect. |
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get the const lighting map |
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get the lighting map |
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get the OpenGL light number |
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set the lighting map |
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set the OpenGL light number that will be used in lighting computations |