addCamera(Camera *camera) (defined in Scene) | Scene | |
addGameObject(GameObject *object) (defined in Scene) | Scene | |
addLight(Light *light) (defined in Scene) | Scene | |
addMeshRenderer(MeshRenderer *renderer) (defined in Scene) | Scene | |
applyLightsStates() const (defined in Scene) | Scene | |
cameras (defined in Scene) | Scene | [protected] |
clear() (defined in Scene) | Scene | |
getRoot() (defined in Scene) | Scene | |
lights (defined in Scene) | Scene | [protected] |
mainCamera (defined in Scene) | Scene | [protected] |
make_proj_shadow_texture(Light *light) (defined in Scene) | Scene | [protected] |
matSortedBatches (defined in Scene) | Scene | [protected] |
printNode(Transform *trans, int level) (defined in Scene) | Scene | [inline] |
printSceneInfo(Scene *scene) (defined in Scene) | Scene | [inline] |
projShadowMatrix (defined in Scene) | Scene | [static] |
removeGameObject(GameObject *object) (defined in Scene) | Scene | |
render() (defined in Scene) | Scene | |
Scene() (defined in Scene) | Scene | |
sceneRoot (defined in Scene) | Scene | [protected] |
setMainCamera(Camera *camera) (defined in Scene) | Scene | |
setRoot(Transform *root) (defined in Scene) | Scene | |
shadowCasters (defined in Scene) | Scene | [protected] |
shadowMap (defined in Scene) | Scene | [static] |
shadowMapSize (defined in Scene) | Scene | [static] |
transforms (defined in Scene) | Scene | [protected] |
traverseSceneGraph() (defined in Scene) | Scene | [protected] |
updateRenderQueue() (defined in Scene) | Scene |