1 #ifndef OPENMW_COMPONENTS_LIGHTUTIL_H
2 #define OPENMW_COMPONENTS_LIGHTUTIL_H
30 void addLight (osg::Group* node,
const ESM::Light* esmLight,
unsigned int partsysMask,
unsigned int lightMask,
bool isExterior,
bool outQuadInLin,
bool useQuadratic,
31 float quadraticValue,
float quadraticRadiusMult,
bool useLinear,
float linearRadiusMult,
40 osg::ref_ptr<LightSource>
createLightSource (
const ESM::Light* esmLight,
unsigned int lightMask,
bool isExterior,
bool outQuadInLin,
bool useQuadratic,
41 float quadraticValue,
float quadraticRadiusMult,
bool useLinear,
float linearRadiusMult,
float linearValue,
const osg::Vec4f& ambient=osg::Vec4f(0,0,0,1));
osg::ref_ptr< LightSource > createLightSource(const ESM::Light *esmLight, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic, float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue, const osg::Vec4f &ambient)
Convert an ESM::Light to a SceneUtil::LightSource, and return it.
Definition: lightutil.cpp:75
void addLight(osg::Group *node, const ESM::Light *esmLight, unsigned int partsysMask, unsigned int lightMask, bool isExterior, bool outQuadInLin, bool useQuadratic, float quadraticValue, float quadraticRadiusMult, bool useLinear, float linearRadiusMult, float linearValue)
Convert an ESM::Light to a SceneUtil::LightSource, and add it to a sub graph.
Definition: lightutil.cpp:41
Definition: loadligh.hpp:17