Claude Chappe' Curse - A C Game
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PointLight Member List

This is the complete list of members for PointLight, including all inherited members.

add_child(Node *child)Nodeinline
add_child_and_realloc(Node *child)Nodeinline
attributeNode
attributes_countNode
behaviorNode
biasPointLight
billboardShaderLightstatic
childrenNode
colorPointLight
configure_lighting(Camera *c, WorldShaders *shaders, DepthMap *depthMap, u8 *lightsCount, int pointLightId)PointLightinline
Light::configure_lighting(WorldShaders *shaders, mat4 lightView, mat4 lightProjection, int storageBufferIndex, DepthMap *depthMap)Lightinline
constantPointLight
constructor(float r, float g, float b, float bias, float size, float constant, float linear, float quadratic)PointLightinline
Light::constructor()Nodeinline
directionalLightTextureLightstatic
emit_ready(...)Nodeinline
emit_signal(...)Nodeinline
emit_update(...)Nodeinline
flagsNode
free()Nodeinline
get_glow_shader(Shader *shader)Nodeinline
get_settings_data(void ***ptr, int *length)PointLightinline
globalPosNode
globalRotNode
globalScaleNode
glowShaderNodestatic
index_of_child(Node *child)Nodeinline
init_light()Lightinline
init_vao()Lightinline
initialize_node()Nodeinline
is_area(bool *area)Nodeinline
is_body(bool *body)Nodeinline
is_cshape(bool *cshape)Nodeinline
is_gui_element(bool *result)Lightinline
is_render_target(bool *render_target)Nodeinline
lengthNode
lightPointTextureLightstatic
linearPointLight
load(FILE *file)PointLightinline
Light::load()Nodeinline
objectNode
on_resize()Nodeinline
parentNode
posNode
prepare_render(mat4 modelMatrix, Shader activeShader)Nodeinline
print(int level)Nodeinline
quadraticPointLight
remove_child(Node *child)Nodeinline
remove_child_and_free(Node *child)Nodeinline
remove_child_and_free_and_realloc(Node *child)Nodeinline
remove_child_and_realloc(Node *child)Nodeinline
render(mat4 modelMatrix, Shader activeShader)Lightinline
Node::render()Nodeinline
rotNode
save(FILE *file)PointLightinline
scaleNode
shaderNode
sizePointLight
typeNode
update(vec3 pos, vec3 rot, vec3 scale, double delta, u8 *lightsCount)PointLightinline
Light::update(vec3 pos, vec3 rot, vec3 scale)Nodeinline
update_global_position(vec3 pos, vec3 rot, vec3 scale)Nodeinline
vaoLightstatic
vboLightstatic