addTexturePreviewOverlay(Qt3DRender::QTexture2D *texture, const QPointF ¢erNDC, const QSizeF &size, QVector< Qt3DRender::QParameter * > additionalShaderParameters=QVector< Qt3DRender::QParameter * >()) | QgsShadowRenderingFrameGraph | |
castShadowsLayer() | QgsShadowRenderingFrameGraph | inline |
depthRenderCapture() | QgsShadowRenderingFrameGraph | inline |
forwardRenderColorTexture() | QgsShadowRenderingFrameGraph | inline |
forwardRenderDepthTexture() | QgsShadowRenderingFrameGraph | inline |
forwardRenderLayer() | QgsShadowRenderingFrameGraph | inline |
frameGraphRoot() | QgsShadowRenderingFrameGraph | inline |
frustumCullingEnabled() const | QgsShadowRenderingFrameGraph | inline |
lightCamera() | QgsShadowRenderingFrameGraph | inline |
mainCamera() | QgsShadowRenderingFrameGraph | inline |
postprocessingEntity() | QgsShadowRenderingFrameGraph | inline |
postprocessingPassLayer() | QgsShadowRenderingFrameGraph | inline |
previewLayer() | QgsShadowRenderingFrameGraph | inline |
QgsShadowRenderingFrameGraph(QSurface *surface, QSize s, Qt3DRender::QCamera *mainCamera, Qt3DCore::QEntity *root) | QgsShadowRenderingFrameGraph | |
renderCapture() | QgsShadowRenderingFrameGraph | inline |
renderCaptureEnabled() const | QgsShadowRenderingFrameGraph | inline |
rootEntity() | QgsShadowRenderingFrameGraph | inline |
setClearColor(const QColor &clearColor) | QgsShadowRenderingFrameGraph | |
setDebugOverlayEnabled(bool enabled) | QgsShadowRenderingFrameGraph | |
setFrustumCullingEnabled(bool enabled) | QgsShadowRenderingFrameGraph | |
setRenderCaptureEnabled(bool enabled) | QgsShadowRenderingFrameGraph | |
setShadowBias(float shadowBias) | QgsShadowRenderingFrameGraph | |
setShadowMapResolution(int resolution) | QgsShadowRenderingFrameGraph | |
setShadowRenderingEnabled(bool enabled) | QgsShadowRenderingFrameGraph | |
setSize(QSize s) | QgsShadowRenderingFrameGraph | |
setupDepthMapDebugging(bool enabled, Qt::Corner corner, double size) | QgsShadowRenderingFrameGraph | |
setupDirectionalLight(const QgsDirectionalLightSettings &light, float maximumShadowRenderingDistance) | QgsShadowRenderingFrameGraph | |
setupEyeDomeLighting(bool enabled, double strength, int distance) | QgsShadowRenderingFrameGraph | |
setupShadowMapDebugging(bool enabled, Qt::Corner corner, double size) | QgsShadowRenderingFrameGraph | |
shadowBias() const | QgsShadowRenderingFrameGraph | inline |
shadowMapResolution() const | QgsShadowRenderingFrameGraph | inline |
shadowMapTexture() | QgsShadowRenderingFrameGraph | inline |
shadowRenderingEnabled() const | QgsShadowRenderingFrameGraph | inline |
transparentObjectLayer() | QgsShadowRenderingFrameGraph | inline |