Class to manage the available shadow textures which may be shared between many SceneManager instances...
virtual TexturePtr getNullShadowTexture(PixelFormat format)
Get an appropriately defined 'null' texture, i.e.
ShadowTextureList mTextureList
virtual void clear()
Dereference all the shadow textures kept in this class and remove them from TextureManager; note that...
virtual ~ShadowTextureManager()
ShadowTextureList mNullTextureList
static ShadowTextureManager & getSingleton(void)
Override standard Singleton retrieval.
static ShadowTextureManager * getSingletonPtr(void)
Override standard Singleton retrieval.
virtual void clearUnused()
Remove any shadow textures that are no longer being referenced.
virtual void getShadowTextures(const ShadowTextureConfigList &config, ShadowTextureList &listToPopulate)
Populate an incoming list with shadow texture references as requested in the configuration list.
bool operator!=(STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
determine equality, can memory from another allocator be released by this allocator,...
bool operator==(STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
determine equality, can memory from another allocator be released by this allocator,...
Structure containing the configuration for one shadow texture.