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extern bool validView(Point3f p);
class ShadowMap{
//private:
public:
Mol &m;
public:
void computeAsTexture(vcg::Point3f L, bool makeboth, MyCanvas &canvas);
bool init();
bool initHalo();
// adapt to current PVMatrix
static void ShadowMap::GetCurrentPVMatrix();
// feed parametmers to FP
static void FeedParameters();
static void Update();
ShadowMap(Mol &_m) : m( _m ){
}
};
class AOgpu2{
public:
static bool init();
static void Reset(Mol &m);
static void Bind();
AOgpu2( Point3f _dir, Mol &m, int nviews);
static void UnBind();
};
//extern unsigned int finalFrame; // frame dove metto l'immagine finale! 0 se lo schermo.
//bool createOffsetFrame(uint &frameID, uint &textureID, int screensize, int flags);
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