#include <ShadowSceneNode.h>
◆ affectLand
| bool RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::affectLand |
◆ affectWater
| bool RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::affectWater |
◆ depthBias
| float RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::depthBias |
◆ dynamic
| bool RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::dynamic |
◆ falloff
| float RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::falloff |
◆ fov
| float RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::fov |
◆ lensFlareData
◆ nearDistance
| float RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::nearDistance |
◆ neverFades
| bool RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::neverFades |
◆ portalStrict
| bool RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::portalStrict |
◆ restrictedNode
| NiAVObject* RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::restrictedNode |
◆ sceneGraphIndex
| std::uint32_t RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::sceneGraphIndex |
◆ shadowLight
| bool RE::ShadowSceneNode::LIGHT_CREATE_PARAMS::shadowLight |
The documentation for this struct was generated from the following file: