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LightingShadowManager
LuisAntonRebollo edited this page Dec 4, 2013
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<title>Torque 3D/Engine/ShadowManager</title>
activate() |
Called when the shadow manager should become active. It will assign the class variable "SceneGraph* mSceneManager" to the global "SceneGraph* gClientSceneGraph" variable. Syntax activate() Returns No return value. Examples // Called from within the AdvancedLightManager::activate, SHADOWMGR is a #define // of the ShadowMapManager::instance() function. SHADOWMGR->activate(); |
deactivate() |
Called when we don't want the shadow manager active (should clean up). As this is basically just a base class, this function does nothing and should be overridden by the super class to clean clean up its own data. Syntax deactivate() Returns No return value. Examples // Called from within the AdvancedLightManager::deactivate, SHADOWMGR is a #define // of the ShadowMapManager::instance() function. SHADOWMGR->deactivate(); |
canActivate() |
Called to find out if it is valid to activate this shadow system. Currently this function will always return true. Syntax canActivate() Returns
Examples Currently this function is not called in the base and is left up to the user to implement. |