## class OSGFX_EXPORT osgFX::AnisotropicLighting

> This single-pass effect implements a sort of anisotropic lighting that replaces the standard OpenGL lighting model.

## Inheritance:

### Public Methods

AnisotropicLighting()
AnisotropicLighting(const AnisotropicLighting &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)
META_Effect(osgFX, AnisotropicLighting, "Anisotropic Lighting", "This single-pass effect implements a sort of anisotropic " "lighting that replaces the standard OpenGL lighting model.\n" "The final color of vertices is not computed directly, it is " "the result of a texture lookup on a user-supplied lighting " "image map. A vertex program is used to compute the s and t " "texture coordinates as follows: s = (N dot H) ; t = (N dot L) " "where N is the vertex normal, L is the light-to-vertex vector, " "H is the half-way vector. This is a good example of how you " "can use the State::getInitialViewMatrix() method to retrieve " "the view matrix and perform view-dependant effects without " "fakes of any kind.\n" "This effect requires the ARB_vertex_program extension.", "Marco Jez")
inline osg::Image* getLightingMap()
  get the lighting map
inline const osg::Image* getLightingMap() const
  get the const lighting map
inline void setLightingMap(osg::Image* image)
  set the lighting map
inline int getLightNumber() const
  get the OpenGL light number
inline void setLightNumber(int n)
  set the OpenGL light number that will be used in lighting computations

### Protected Methods

virtual ~AnisotropicLighting()
AnisotropicLighting& operator=(const AnisotropicLighting &)
bool define_techniques()

### Inherited from Effect:

### Public Methods

virtual inline bool isSameKindAs(const osg::Object* obj) const
virtual inline const char* libraryName() const
virtual inline const char* className() const
virtual const char* effectName() const
virtual const char* effectDescription() const
virtual const char* effectAuthor() const
inline virtual void setUpDemo()
virtual void traverse(osg::NodeVisitor &nv)
inline bool getEnabled() const
inline void setEnabled(bool v)
inline int getNumTechniques() const
inline Technique* getTechnique(int i)
inline const Technique* getTechnique(int i) const
inline int getSelectedTechnique() const
inline void selectTechnique(int i)
inline void addTechnique(Technique* tech)
inline void dirtyTechniques()
inline void inherited_traverse(osg::NodeVisitor &nv)

### Public Members

enum TechniqueSelection

## Documentation

> This single-pass effect implements a sort of anisotropic lighting that replaces the standard OpenGL lighting model. The final color of vertices is not computed directly, it is the result of a texture lookup on a user-supplied lighting image map. A vertex program is used to compute the s and t texture coordinates as follows: s = (N dot H) ; t = (N dot L) where N is the vertex normal, L is the light-to-vertex vector, H is the half-way vector. This is a good example of how you can use the State::getInitialViewMatrix() method to retrieve the view matrix and perform view-dependant effects without fakes of any kind. This effect requires the ARB_vertex_program extension.

`AnisotropicLighting()`

`AnisotropicLighting(const AnisotropicLighting &copy, const osg::CopyOp &copyop = osg::CopyOp::SHALLOW_COPY)`

`META_Effect(osgFX, AnisotropicLighting, "Anisotropic Lighting", "This single-pass effect implements a sort of anisotropic " "lighting that replaces the standard OpenGL lighting model.\n" "The final color of vertices is not computed directly, it is " "the result of a texture lookup on a user-supplied lighting " "image map. A vertex program is used to compute the s and t " "texture coordinates as follows: s = (N dot H) ; t = (N dot L) " "where N is the vertex normal, L is the light-to-vertex vector, " "H is the half-way vector. This is a good example of how you " "can use the State::getInitialViewMatrix() method to retrieve " "the view matrix and perform view-dependant effects without " "fakes of any kind.\n" "This effect requires the ARB_vertex_program extension.", "Marco Jez")`

`virtual ~AnisotropicLighting()`

`AnisotropicLighting& operator=(const AnisotropicLighting &)`

`bool define_techniques()`

`inline osg::Image* getLightingMap()`
  get the lighting map

`inline const osg::Image* getLightingMap() const`
  get the const lighting map

`inline void setLightingMap(osg::Image* image)`
  set the lighting map

`inline int getLightNumber() const`
  get the OpenGL light number

`inline void setLightNumber(int n)`
  set the OpenGL light number that will be used in lighting computations

This class has no child classes.

Alphabetic index HTML hierarchy of classes or Java

This page was generated with the help of DOC++.