virtual TexturePtr getNullShadowTexture(PixelFormat format)
Get an appropriately defined 'null' texture, i.e.
ShadowTextureList mTextureList
static ShadowTextureManager * getSingletonPtr(void)
Override standard Singleton retrieval.
virtual void clear()
Dereference all the shadow textures kept in this class and remove them from TextureManager; note that...
virtual ~ShadowTextureManager()
ShadowTextureList mNullTextureList
static ShadowTextureManager & getSingleton(void)
Override standard Singleton retrieval.
virtual void clearUnused()
Remove any shadow textures that are no longer being referenced.
virtual void getShadowTextures(const ShadowTextureConfigList &config, ShadowTextureList &listToPopulate)
Populate an incoming list with shadow texture references as requested in the configuration list.
bool operator!=(STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
determine equality, can memory from another allocator be released by this allocator,...
bool operator==(STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
determine equality, can memory from another allocator be released by this allocator,...
Structure containing the configuration for one shadow texture.