class SG_EXPORT osg::LightSource

Leaf Node for defining a light in the scene

Inheritance:


Public Methods

[more] LightSource()
[more] LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY)
[more] META_Node(osg, LightSource)
[more]void setLight(StateAttribute* light)
Set the attached light
[more]inline StateAttribute* getLight()
Get the attached light
[more]inline const StateAttribute* getLight() const
Get the const attached light
[more]void setStateSetModes(StateSet&, const StateAttribute::GLModeValue) const
Set the GLModes on StateSet associated with the LightSource
[more]void setLocalStateSetModes(const StateAttribute::GLModeValue=StateAttribute::ON)
Set up the local StateSet

Protected Fields

[more]StateAttribute::GLModeValue _value
[more]ref_ptr<StateAttribute> _light

Protected Methods

[more]virtual ~LightSource()
[more]virtual const bool computeBound() const


Inherited from Group:

Public Methods

ovirtual void traverse(NodeVisitor& nv)
ovirtual bool addChild( Node* child )
ovirtual bool removeChild( Node* child )
ovirtual bool replaceChild( Node* origChild, Node* newChild )
oinline const unsigned int getNumChildren() const
oinline Node* getChild( const unsigned int i )
oinline const Node* getChild( const unsigned int i ) const
oinline bool containsNode( const Node* node ) const
oinline ChildList::iterator findNode( const Node* node )
oinline ChildList::const_iterator findNode( const Node* node ) const

Protected Fields

oChildList _children


Documentation

Leaf Node for defining a light in the scene
o LightSource()

o LightSource(const LightSource& ls, const CopyOp& copyop=CopyOp::SHALLOW_COPY)

o META_Node(osg, LightSource)

ovoid setLight(StateAttribute* light)
Set the attached light

oinline StateAttribute* getLight()
Get the attached light

oinline const StateAttribute* getLight() const
Get the const attached light

ovoid setStateSetModes(StateSet&, const StateAttribute::GLModeValue) const
Set the GLModes on StateSet associated with the LightSource

ovoid setLocalStateSetModes(const StateAttribute::GLModeValue=StateAttribute::ON)
Set up the local StateSet

ovirtual ~LightSource()

ovirtual const bool computeBound() const

oStateAttribute::GLModeValue _value

oref_ptr<StateAttribute> _light


This class has no child classes.

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