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