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VR-Forces 4.8 Class Documentation
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Change shadow settings in VR-Vantage. More...

Public Member Functions | |
| DtShadowSettings_v1 () | |
| CTOR. More... | |
| ~DtShadowSettings_v1 () | |
| DTOR. More... | |
Public Member Functions inherited from vrvControlToolkit::DtVrvControl_v1 | |
| DtVrvControl_v1 () | |
| CTOR. More... | |
| ~DtVrvControl_v1 () | |
| DTOR. More... | |
| DtVrvControl_v1 (const DtVrvControl_v1 &orig) | |
| Copy CTOR. More... | |
| DtVrvControl_v1 & | operator= (const DtVrvControl_v1 &orig) |
| Assignment operator. More... | |
Public Attributes | |
| DtBool | myEntityCastShadows |
| Enable or disable shadows cast by entities. More... | |
| DtBool | myPropsCastShadows |
| DtBool | myTerrainCastsShadows |
| Enable or disable shadows cast by terrain. More... | |
| DtBool | myMoonCastsShadows |
| DtUInt32 | myQuality |
| Shadow quality. More... | |
Public Attributes inherited from vrvControlToolkit::DtVrvControl_v1 | |
| DtUInt32 | myMagicNumber |
| Bit pattern that indicates that this is a view control packet. More... | |
| DtUInt16 | mySize |
| The total size of the VC packet, including this header This will be filled in by the specific view control packet constructor. More... | |
| DtUInt16 | myVersion |
| View control packet version. More... | |
| DtFloat32 | myLibraryVersion |
| View control library version. More... | |
| DtVrvControlTypeEnum | myType |
| View control packet type. More... | |
Change shadow settings in VR-Vantage.
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CTOR.
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inline |
DTOR.
| DtBool vrvControlToolkit::DtShadowSettings_v1::myEntityCastShadows |
Enable or disable shadows cast by entities.
| DtBool vrvControlToolkit::DtShadowSettings_v1::myPropsCastShadows |
| DtBool vrvControlToolkit::DtShadowSettings_v1::myTerrainCastsShadows |
Enable or disable shadows cast by terrain.
| DtBool vrvControlToolkit::DtShadowSettings_v1::myMoonCastsShadows |
| DtUInt32 vrvControlToolkit::DtShadowSettings_v1::myQuality |
Shadow quality.
Shadow quality actually contains 3 different shadow-related values. The high-order 16-bits are used as the shadow distance. If this is 0, a shadow distance of 1000. is used. The lower 16 bits are used to determine the technique used to render the shadows as well as the shadow texture map size used. If the lower 16 bits are > 40, the VOLUME technique is used. If the lower 16 bits are 31-40, a Light Space Perspective Shadow Maps (LiSPSM) technique is used If the lower 16 bits are 21-30, a MINIMAL technique is used. Otherwise a SIMPLE technique is used. If the lower 16 bits are <= 10, 1024x1024 shadow maps are used; Otherwise, 4096x4096 shadow maps are used.