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| virtual void | QueueShadow (Camera camera, Vector3 shadowPosition, float shadowDiameter, float alpha) |
| virtual void | Draw (Camera camera, int drawOrder) |
| override void | Load (ValuesDictionary valuesDictionary) |
| virtual void | DrawShadowOverQuad (Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4, Vector3 shadowPosition, float shadowDiameter, float alpha) |
| virtual void | OnEntityAdded (Entity entity) |
| virtual void | OnEntityRemoved (Entity entity) |
| virtual void | Save (ValuesDictionary valuesDictionary) |
| virtual void | Dispose () |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
◆ CalculateShadowTextureCoordinate()
| Vector2 Game.SubsystemShadows.CalculateShadowTextureCoordinate |
( |
Vector3 | p, |
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Vector3 | shadowPosition, |
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float | shadowDiameter ) |
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static |
◆ Draw()
| virtual void Game.SubsystemShadows.Draw |
( |
Camera | camera, |
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int | drawOrder ) |
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virtual |
◆ DrawShadowOverQuad()
◆ Load()
◆ QueueShadow()
| virtual void Game.SubsystemShadows.QueueShadow |
( |
Camera | camera, |
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Vector3 | shadowPosition, |
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float | shadowDiameter, |
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float | alpha ) |
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virtual |
◆ m_batch
◆ m_drawOrders
| int [] Game.SubsystemShadows.m_drawOrders = [200] |
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static |
◆ m_primitivesRenderer
◆ m_subsystemSky
◆ m_subsystemTerrain
◆ DrawOrders
| int [] Game.SubsystemShadows.DrawOrders |
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get |
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