public NiShadowGenerator() { flags = (ushort)0; numShadowCasters = (uint)0; numShadowReceivers = (uint)0; target = null; depthBias = 0.98f; sizeHint = (ushort)0; nearClippingDistance = 0.0f; farClippingDistance = 0.0f; directionalLightFrustumWidth = 0.0f; }
/*! * Removes a dynamic effect to this node. This is usually a light, but can also be a texture effect or something else. Can affect nodes further down the scene graph from this one as well. * \param[in] effect The dynamic effect to remove from this node. */ public void RemoveEffect(NiDynamicEffect obj) { //Search Effect list for the one to remove foreach (var it in effects) { if (it == obj) { it.Parent = null; } } effects.Remove(obj); }
/*! NIFLIB_HIDDEN function. For internal use only. */ internal override void FixLinks(Dictionary <uint, NiObject> objects, List <uint> link_stack, List <NiObject> missing_link_stack, NifInfo info) { base.FixLinks(objects, link_stack, missing_link_stack, info); for (var i1 = 0; i1 < shadowCasters.Count; i1++) { shadowCasters[i1] = FixLink <NiNode>(objects, link_stack, missing_link_stack, info); } for (var i1 = 0; i1 < shadowReceivers.Count; i1++) { shadowReceivers[i1] = FixLink <NiNode>(objects, link_stack, missing_link_stack, info); } target = FixLink <NiDynamicEffect>(objects, link_stack, missing_link_stack, info); }
/*! * Adds a dynamic effect to this node. This is usually a light, but can also be a texture effect or something else. Can affect nodes further down the scene graph from this one as well. * \param[in] effect The new dynamic effect to add to this node. */ public void AddEffect(NiDynamicEffect obj) { obj.Parent = this; effects.Add(obj); }