you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used
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Public Member Functions |
virtual std::string | generateGLSL_FragmentShader_BaseTex (bool debug, unsigned int splitCount, double textureRes, bool filtered, unsigned int nbrSplits, unsigned int textureOffset) |
| generate the GLSL fragement shader
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| Referenced () |
| Referenced (bool threadSafeRefUnref) |
| Referenced (const Referenced &) |
Referenced & | operator= (const Referenced &) |
virtual void | setThreadSafeRefUnref (bool threadSafe) |
| Set whether to use a mutex to ensure ref() and unref() are thread safe.
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bool | getThreadSafeRefUnref () const |
| Get whether a mutex is used to ensure ref() and unref() are thread safe.
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OpenThreads::Mutex * | getRefMutex () const |
| Get the mutex used to ensure thread safety of ref()/unref().
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int | ref () const |
| Increment the reference count by one, indicating that this object has another pointer which is referencing it.
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int | unref () const |
| Decrement the reference count by one, indicating that a pointer to this object is referencing it.
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int | unref_nodelete () const |
| Decrement the reference count by one, indicating that a pointer to this object is referencing it.
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int | referenceCount () const |
| Return the number of pointers currently referencing this object.
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ObserverSet * | getObserverSet () const |
| Get the ObserverSet if one is attached, otherwise return NULL.
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ObserverSet * | getOrCreateObserverSet () const |
| Get the ObserverSet if one is attached, otherwise create an ObserverSet, attach it, then return this newly created ObserverSet.
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void | addObserver (Observer *observer) const |
| Add a Observer that is observing this object, notify the Observer when this object gets deleted.
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void | removeObserver (Observer *observer) const |
| Remove Observer that is observing this object.
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you can overwrite the fragment shader if you like to modify it yourself, own fragment shader can be used