#include <string>
#include <memory>
#include <array>
#include <vector>
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std::vector< std::shared_ptr< Framework::SceneElement > > | SurgSim::Blocks::createShadowMapping (std::shared_ptr< Framework::Component > camera, std::shared_ptr< Framework::Component > light, int depthTextureSize, int shadowTextureSize, std::array< double, 6 > lightCameraProjection, double bias, double intensity, bool useBlur, double blurRadius, bool showDebug) |
| Builds a series of SceneElements enabling the rendering of shadows, all graphics object that should cast shadows need to be in the render group GROUP_SHADOW_CASTER, all objects that should receive shadows should be in the render group GROUP_SHADOW_RECEIVER. More...
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