OpenSceneGraph/doc/doc++/osg/ShadowVolumeOccluder.html

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<TITLE>class SG_EXPORT osg::ShadowVolumeOccluder</TITLE>
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<H2>class SG_EXPORT <A HREF="#DOC.DOCU">osg::ShadowVolumeOccluder</A></H2></H2><BLOCKQUOTE>ShadowVolumeOccluder is a helper class for implementating shadow occlusion culling.</BLOCKQUOTE>
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<P><DL>
<DT><H3>Public Methods</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.167.2">ShadowVolumeOccluder</A></B>(const <!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.2">ShadowVolumeOccluder</A>&amp; svo)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif> <B><A HREF="#DOC.2.167.3">ShadowVolumeOccluder</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.167.4">operator < </A></B>(const <!1><A HREF="ShadowVolumeOccluder.html">ShadowVolumeOccluder</A>&amp; svo) const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.167.5">computeOccluder</A></B>(const <!1><A HREF="NodePath.html">NodePath</A>&amp; nodePath, const <!1><A HREF="ConvexPlanarOccluder.html">ConvexPlanarOccluder</A>&amp; occluder, <!1><A HREF="CullStack.html">CullStack</A>&amp; cullStack, bool createDrawables=false)
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<DD><I>compute the shadow volume occluder.</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.167.6">matchProjectionMatrix</A></B>(const <!1><A HREF="osg.html#DOC.2.102">osg::Matrix</A>&amp; matrix) const
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<DD><I>return true if the matrix passed in matches the projection matrix that this ShaowVolumeOccluder is associated with</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.167.7">setNodePath</A></B>(<!1><A HREF="NodePath.html">NodePath</A>&amp; nodePath)
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<DD><I>Set the NodePath which describes the which node in the scene graph that this occluder was attached to</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline <!1><A HREF="NodePath.html">NodePath</A>&amp; <B><A HREF="#DOC.2.167.8">getNodePath</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline const <!1><A HREF="NodePath.html">NodePath</A>&amp; <B><A HREF="#DOC.2.167.9">getNodePath</A></B>() const
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.167.10">getVolume</A></B>() const
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<DD><I>get the volume of the occluder minus its holes, in eye coords, the volume is normalized by dividing by the volume of the view frustum in eye coords</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html">Polytope</A>&amp; <B><A HREF="#DOC.2.167.11">getOccluder</A></B>()
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<DD><I>return the occluder polytope</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="Polytope.html">Polytope</A>&amp; <B><A HREF="#DOC.2.167.12">getOccluder</A></B>() const
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<DD><I>return the const occluder polytope</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.1">HoleList</A>&amp; <B><A HREF="#DOC.2.167.13">getHoleList</A></B>()
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<DD><I>return the list of holes</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>const <!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.1">HoleList</A>&amp; <B><A HREF="#DOC.2.167.14">getHoleList</A></B>() const
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<DD><I>return the const list of holes</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.167.15">contains</A></B>(const std::vector&lt;<!1><A HREF="Vec3.html">Vec3</A>&gt;&amp; vertices)
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<DD><I>return true if the specified vertex list is contaned entirely within this shadow occluder volume</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.167.16">contains</A></B>(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bound)
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<DD><I>return true if the specified bounding sphere is contaned entirely within this shadow occluder volume</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>bool <B><A HREF="#DOC.2.167.17">contains</A></B>(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bound)
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<DD><I>return true if the specified bounding box is contained entirely within this shadow occluder volume</I>
<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.167.18">transformProvidingInverse</A></B>(const <!1><A HREF="osg.html#DOC.2.102">osg::Matrix</A>&amp; matrix)
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.167.24">disableResultMasks</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.167.25">pushCurrentMask</A></B>()
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>inline void <B><A HREF="#DOC.2.167.26">popCurrentMask</A></B>()
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</DL></P>
<P><DL>
<DT><H3>Public Members</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>typedef std::vector&lt;<!1><A HREF="Polytope.html">Polytope</A>&gt; <B><A HREF="#DOC.2.167.1">HoleList</A></B>
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</DL></P>
<P><DL>
<DT><H3>Protected Fields</H3><DD><DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif>float <B><A HREF="#DOC.2.167.19">_volume</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="NodePath.html">NodePath</A> <B><A HREF="#DOC.2.167.20">_nodePath</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;const <!1><A HREF="osg.html#DOC.2.103">RefMatrix</A>&gt; <B><A HREF="#DOC.2.167.21">_projectionMatrix</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="Polytope.html">Polytope</A> <B><A HREF="#DOC.2.167.22">_occluderVolume</A></B>
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<DT>
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<IMG ALT="[more]" BORDER=0 SRC=icon1.gif><!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.1">HoleList</A> <B><A HREF="#DOC.2.167.23">_holeList</A></B>
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</DL></P>
</DL>
<A NAME="DOC.DOCU"></A>
<HR>
<H2>Documentation</H2>
<BLOCKQUOTE>ShadowVolumeOccluder is a helper class for implementating shadow occlusion culling. </BLOCKQUOTE>
<DL>
<A NAME="HoleList"></A>
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<A NAME="DOC.2.167.1"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>typedef std::vector&lt;<!1><A HREF="Polytope.html">Polytope</A>&gt; HoleList</B></TT>
<DL><DT><DD></DL><P>
<A NAME="ShadowVolumeOccluder"></A>
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<A NAME="DOC.2.167.2"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShadowVolumeOccluder(const <!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.2">ShadowVolumeOccluder</A>&amp; svo)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="ShadowVolumeOccluder"></A>
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<A NAME="DOC.2.167.3"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B> ShadowVolumeOccluder()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="operator < "></A>
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<A NAME="DOC.2.167.4"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool operator < (const <!1><A HREF="ShadowVolumeOccluder.html">ShadowVolumeOccluder</A>&amp; svo) const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="computeOccluder"></A>
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<A NAME="DOC.2.167.5"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool computeOccluder(const <!1><A HREF="NodePath.html">NodePath</A>&amp; nodePath, const <!1><A HREF="ConvexPlanarOccluder.html">ConvexPlanarOccluder</A>&amp; occluder, <!1><A HREF="CullStack.html">CullStack</A>&amp; cullStack, bool createDrawables=false)</B></TT>
<DD>compute the shadow volume occluder.
<DL><DT><DD></DL><P>
<A NAME="matchProjectionMatrix"></A>
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<A NAME="DOC.2.167.6"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool matchProjectionMatrix(const <!1><A HREF="osg.html#DOC.2.102">osg::Matrix</A>&amp; matrix) const </B></TT>
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<DD>return true if the matrix passed in matches the projection matrix that this ShaowVolumeOccluder is
associated with
<DL><DT><DD></DL><P>
<A NAME="setNodePath"></A>
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<A NAME="DOC.2.167.7"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void setNodePath(<!1><A HREF="NodePath.html">NodePath</A>&amp; nodePath)</B></TT>
<DD>Set the NodePath which describes the which node in the scene graph
that this occluder was attached to
<DL><DT><DD></DL><P>
<A NAME="getNodePath"></A>
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<A NAME="DOC.2.167.8"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline <!1><A HREF="NodePath.html">NodePath</A>&amp; getNodePath()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="getNodePath"></A>
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<A NAME="DOC.2.167.9"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline const <!1><A HREF="NodePath.html">NodePath</A>&amp; getNodePath() const </B></TT>
<DL><DT><DD></DL><P>
<A NAME="getVolume"></A>
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<A NAME="DOC.2.167.10"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float getVolume() const </B></TT>
<DD>get the volume of the occluder minus its holes, in eye coords, the volume is normalized by dividing by
the volume of the view frustum in eye coords
<DL><DT><DD></DL><P>
<A NAME="getOccluder"></A>
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<A NAME="DOC.2.167.11"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html">Polytope</A>&amp; getOccluder()</B></TT>
<DD>return the occluder polytope
<DL><DT><DD></DL><P>
<A NAME="getOccluder"></A>
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<A NAME="DOC.2.167.12"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="Polytope.html">Polytope</A>&amp; getOccluder() const </B></TT>
<DD>return the const occluder polytope
<DL><DT><DD></DL><P>
<A NAME="getHoleList"></A>
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<A NAME="DOC.2.167.13"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.1">HoleList</A>&amp; getHoleList()</B></TT>
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<DD>return the list of holes
<DL><DT><DD></DL><P>
<A NAME="getHoleList"></A>
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<A NAME="DOC.2.167.14"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>const <!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.1">HoleList</A>&amp; getHoleList() const </B></TT>
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<DD>return the const list of holes
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
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<A NAME="DOC.2.167.15"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool contains(const std::vector&lt;<!1><A HREF="Vec3.html">Vec3</A>&gt;&amp; vertices)</B></TT>
<DD>return true if the specified vertex list is contaned entirely
within this shadow occluder volume
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
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<A NAME="DOC.2.167.16"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool contains(const <!1><A HREF="BoundingSphere.html">BoundingSphere</A>&amp; bound)</B></TT>
<DD>return true if the specified bounding sphere is contaned entirely
within this shadow occluder volume
<DL><DT><DD></DL><P>
<A NAME="contains"></A>
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<A NAME="DOC.2.167.17"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>bool contains(const <!1><A HREF="BoundingBox.html">BoundingBox</A>&amp; bound)</B></TT>
<DD>return true if the specified bounding box is contained entirely
within this shadow occluder volume
<DL><DT><DD></DL><P>
<A NAME="transformProvidingInverse"></A>
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<A NAME="DOC.2.167.18"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void transformProvidingInverse(const <!1><A HREF="osg.html#DOC.2.102">osg::Matrix</A>&amp; matrix)</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_volume"></A>
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<A NAME="DOC.2.167.19"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>float _volume</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_nodePath"></A>
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<A NAME="DOC.2.167.20"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="NodePath.html">NodePath</A> _nodePath</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_projectionMatrix"></A>
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<A NAME="DOC.2.167.21"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ref_ptr.html">ref_ptr</A>&lt;const <!1><A HREF="osg.html#DOC.2.103">RefMatrix</A>&gt; _projectionMatrix</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="_occluderVolume"></A>
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<A NAME="DOC.2.167.22"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="Polytope.html">Polytope</A> _occluderVolume</B></TT>
<DL><DT><DD></DL><P>
<A NAME="_holeList"></A>
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<A NAME="DOC.2.167.23"></A>
<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B><!1><A HREF="ShadowVolumeOccluder.html#DOC.2.167.1">HoleList</A> _holeList</B></TT>
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<DL><DT><DD></DL><P>
<A NAME="disableResultMasks"></A>
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<A NAME="DOC.2.167.24"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void disableResultMasks()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="pushCurrentMask"></A>
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<A NAME="DOC.2.167.25"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void pushCurrentMask()</B></TT>
<DL><DT><DD></DL><P>
<A NAME="popCurrentMask"></A>
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<A NAME="DOC.2.167.26"></A>
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<DT><IMG ALT="o" BORDER=0 SRC=icon2.gif><TT><B>inline void popCurrentMask()</B></TT>
<DL><DT><DD></DL><P></DL>
<HR><DL><DT><B>This class has no child classes.</B></DL>
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