30 #ifndef __ShadowTextureManager_H__
31 #define __ShadowTextureManager_H__
61 : width(512), height(512), format(
PF_X8R8G8B8), fsaa(0), depthBufferPoolId(1) {}
95 virtual void getShadowTextures(
const ShadowTextureConfigList& config,
96 ShadowTextureList& listToPopulate);
108 virtual void clearUnused();
113 virtual void clear();
ConstVectorIterator< ShadowTextureConfigList > ConstShadowTextureConfigIterator
32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue like PF_A8R8G8B8, but alpha will get discarded
PixelFormat
The pixel format used for images, textures, and render surfaces.
Structure containing the configuration for one shadow texture.
ShadowTextureList mNullTextureList
ShadowTextureList mTextureList
bool operator!=(STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
determine equality, can memory from another allocator be released by this allocator, (ISO C++)
Class to manage the available shadow textures which may be shared between many SceneManager instances...
Concrete IteratorWrapper for const access to the underlying container.
bool operator==(STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
determine equality, can memory from another allocator be released by this allocator, (ISO C++)
vector< ShadowTextureConfig >::type ShadowTextureConfigList
Template class for creating single-instance global classes.
vector< TexturePtr >::type ShadowTextureList
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...