color | RayLight | |
direction | RayDirectionalLight | |
drawOpenGL(int index) | RayDirectionalLight | [virtual] |
getDiffuse(Point3D cameraPosition, struct RayIntersectionInfo &iInfo) | RayDirectionalLight | [virtual] |
getSpecular(Point3D cameraPosition, struct RayIntersectionInfo &iInfo) | RayDirectionalLight | [virtual] |
isInShadow(struct RayIntersectionInfo &iInfo, class RayShape *shape, int &isectCount) | RayDirectionalLight | [virtual] |
read(FILE *fp) | RayDirectionalLight | [virtual] |
transparency(struct RayIntersectionInfo &iInfo, class RayShape *shape, Point3D cLimit) | RayDirectionalLight | [virtual] |
write(FILE *fp=stdout) | RayDirectionalLight | [virtual] |