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DigitalRuneShadow Class
Defines the shadow of a specific LightNode.
Inheritance Hierarchy

Namespace: DigitalRune.Graphics
Assembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax
public abstract class Shadow

The Shadow type exposes the following members.

Constructors
  NameDescription
Protected methodShadow
Initializes a new instance of the Shadow class.
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Methods
  NameDescription
Public methodClone
Creates a new Shadow that is a clone (deep copy) of the current instance.
Protected methodCloneCore
Makes the instance a clone (deep copy) of the specified Shadow.
Protected methodCreateInstanceCore
When implemented in a derived class, creates a new instance of the Shadow derived class.
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Properties
  NameDescription
Public propertyPrefer16Bit
Gets or sets a value indicating whether the shadow map should use a 16-bit format to store depth.
Public propertyPreferredSize
Gets or sets the size of the desired size of the shadow map in texels.
Public propertyShadowMap
Gets or sets the shadow map.
Public propertyShadowMask
Gets or sets the shadow mask.
Public propertyShadowMaskChannel
Gets or sets the shadow mask channel.
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Remarks

This class defines the desired shadow map format. During rendering it stores a reference to the ShadowMap and ShadowMask.

Cloning:
Shadows are cloneable. Clone creates a deep copy of the current shadow - unless documented otherwise (see derived classes). The shadow settings, like Prefer16Bit, PreferredSize, etc. are duplicated - but the actual shadow maps or shadow masks are not copied, since these resources cannot be shared between different shadow casting light nodes and they are usually updated in each frame anyways.

See Also