#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: