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Ogre::ShadowTextureManager Class Reference

Class to manage the available shadow textures which may be shared between many SceneManager instances if formats agree. More...

#include <OgreShadowTextureManager.h>

Inheritance diagram for Ogre::ShadowTextureManager:

Inheritance graph
[legend]
List of all members.

Public Member Functions

 ShadowTextureManager ()
virtual ~ShadowTextureManager ()
virtual void getShadowTextures (const ShadowTextureConfigList &config, ShadowTextureList &listToPopulate)
 Populate an incoming list with shadow texture references as requested in the configuration list.
virtual TexturePtr getNullShadowTexture (PixelFormat format)
 Get an appropriately defined 'null' texture, ie one which will always result in no shadows.
virtual void clearUnused ()
 Remove any shadow textures that are no longer being referenced.
virtual void clear ()
 Dereference all the shadow textures kept in this class and remove them from TextureManager; note that it is up to the SceneManagers to clear their local references.

Static Public Member Functions

static ShadowTextureManagergetSingleton (void)
 Override standard Singleton retrieval.
static ShadowTextureManagergetSingletonPtr (void)
 Override standard Singleton retrieval.

Protected Attributes

ShadowTextureList mTextureList
ShadowTextureList mNullTextureList
size_t mCount

Static Protected Attributes

static ShadowTextureManagerms_Singleton

Detailed Description

Class to manage the available shadow textures which may be shared between many SceneManager instances if formats agree.

Remarks:
The management of the list of shadow textures has been separated out into a dedicated class to enable the clean management of shadow textures across many scene manager instances. Where multiple scene managers are used with shadow textures, the configuration of those shadows may or may not be consistent - if it is, it is good to centrally manage the textures so that creation and destruction responsibility is clear.

Definition at line 72 of file OgreShadowTextureManager.h.


Constructor & Destructor Documentation

Ogre::ShadowTextureManager::ShadowTextureManager  ) 
 

virtual Ogre::ShadowTextureManager::~ShadowTextureManager  )  [virtual]
 


Member Function Documentation

virtual void Ogre::ShadowTextureManager::clear  )  [virtual]
 

Dereference all the shadow textures kept in this class and remove them from TextureManager; note that it is up to the SceneManagers to clear their local references.

virtual void Ogre::ShadowTextureManager::clearUnused  )  [virtual]
 

Remove any shadow textures that are no longer being referenced.

Remarks:
This should be called fairly regularly since references may take a little while to disappear in some cases (if referenced by materials)

virtual TexturePtr Ogre::ShadowTextureManager::getNullShadowTexture PixelFormat  format  )  [virtual]
 

Get an appropriately defined 'null' texture, ie one which will always result in no shadows.

virtual void Ogre::ShadowTextureManager::getShadowTextures const ShadowTextureConfigList config,
ShadowTextureList listToPopulate
[virtual]
 

Populate an incoming list with shadow texture references as requested in the configuration list.

static ShadowTextureManager& Ogre::ShadowTextureManager::getSingleton void   )  [static]
 

Override standard Singleton retrieval.

Remarks:
Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll.
This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors.

Reimplemented from Ogre::Singleton< ShadowTextureManager >.

static ShadowTextureManager* Ogre::ShadowTextureManager::getSingletonPtr void   )  [static]
 

Override standard Singleton retrieval.

Remarks:
Why do we do this? Well, it's because the Singleton implementation is in a .h file, which means it gets compiled into anybody who includes it. This is needed for the Singleton template to work, but we actually only want it compiled into the implementation of the class based on the Singleton, not all of them. If we don't change this, we get link errors when trying to use the Singleton-based class from an outside dll.
This method just delegates to the template version anyway, but the implementation stays in this single compilation unit, preventing link errors.

Reimplemented from Ogre::Singleton< ShadowTextureManager >.


Member Data Documentation

size_t Ogre::ShadowTextureManager::mCount [protected]
 

Definition at line 77 of file OgreShadowTextureManager.h.

ShadowTextureList Ogre::ShadowTextureManager::mNullTextureList [protected]
 

Definition at line 76 of file OgreShadowTextureManager.h.

ShadowTextureManager * Ogre::Singleton< ShadowTextureManager >::ms_Singleton [static, protected, inherited]
 

Definition at line 58 of file OgreSingleton.h.

ShadowTextureList Ogre::ShadowTextureManager::mTextureList [protected]
 

Definition at line 75 of file OgreShadowTextureManager.h.


The documentation for this class was generated from the following file:

Copyright © 2000-2005 by The OGRE Team
Creative Commons License
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Mar 25 13:08:18 2007