| CascadedShadowComputeSplitDistances Method |
Namespace: DigitalRune.GraphicsAssembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax public static Vector4F ComputeSplitDistances(
float near,
float maxDistance,
int numberOfCascades,
float splitDistribution
)
Public Shared Function ComputeSplitDistances (
near As Single,
maxDistance As Single,
numberOfCascades As Integer,
splitDistribution As Single
) As Vector4F
public:
static Vector4F ComputeSplitDistances(
float near,
float maxDistance,
int numberOfCascades,
float splitDistribution
)
static member ComputeSplitDistances :
near : float32 *
maxDistance : float32 *
numberOfCascades : int *
splitDistribution : float32 -> Vector4F
Parameters
- near
- Type: SystemSingle
The camera near plane distance. - maxDistance
- Type: SystemSingle
The maximum shadow distance. - numberOfCascades
- Type: SystemInt32
The number of cascades (2, 3 or 4). - splitDistribution
- Type: SystemSingle
The split distribution parameter in the range [0, 1]. If this value is 0, the camera frustum
is split using a uniform splitting scheme (the camera frustum is split at regular
intervals). If this value is 1, the camera frustum is split using a logarithmic splitting
scheme. A value between 0 and 1 can be used to interpolate between uniform and logarithmic
splitting.
Return Value
Type:
Vector4FThe split distances, which can be assigned to
Distances.
Exceptions See Also