Here is a list of all documented class members with links to the class documentation for each member:
- l -
- labels : GameMenu
- lacunarity : Terrain::GenerationSettings
- LaplacianIntegrator() : LaplacianIntegrator
- last : Input::KeyboardKey, Input::MouseButton
- lastFrame : DescriptorAllocator::DescriptorPool
- lastSet : Program::StaticBufferState
- layer : DebugViewer::TextureInfos, GPUShaders::Common::Common_pbr::Light, GPUShaders::Frag::Box_blur_2d_array, GPUShaders::Frag::Box_blur_2d_array_approx, GPUShaders::Frag::Box_blur_cube_array, GPUShaders::Frag::Box_blur_cube_array_approx, GPUShaders::Frag::Debug_texture_display, ShadowMap::Region
- layerCount : GPUState::RenderPass
- layerStart : GPUState::RenderPass
- layout : Program::State
- LayoutMode : ShaderEditor
- layouts : GPUTexture
- lDir : GPUShaders::Frag::Shadow_island
- leaf : Raycaster::Node
- left : Raycaster::Node
- level : GPUShaders::Frag::Debug_texture_display
- Level : Log
- level : Terrain::Cell
- levels : Terrain::MeshSettings, Texture
- Light() : Light
- lightColor : GPUShaders::Frag::Directional_light_pbr, GPUShaders::Frag::Point_light_pbr, GPUShaders::Frag::Shaderbench, GPUShaders::Frag::Spot_light_pbr
- lightDir : GPUShaders::Frag::Object_basic_lit
- lightDirection : GPUShaders::Frag::Atmosphere_debug, GPUShaders::Frag::Directional_light_pbr, GPUShaders::Frag::Shaderbench, GPUShaders::Frag::Spot_light_pbr
- lightFarPlane : GPUShaders::Frag::Light_shadow_linear_basic, GPUShaders::Frag::Light_shadow_linear_variance, GPUShaders::Frag::Point_light_pbr
- lightPosition : GPUShaders::Frag::Point_light_pbr, GPUShaders::Frag::Spot_light_pbr
- lightPositionWorld : GPUShaders::Frag::Light_shadow_linear_basic, GPUShaders::Frag::Light_shadow_linear_variance
- LightProbe() : LightProbe
- lightRadius : GPUShaders::Frag::Point_light_pbr, GPUShaders::Frag::Spot_light_pbr
- lights : GPUShaders::Frag::Object_anisotropic_forward, GPUShaders::Frag::Object_clearcoat_forward, GPUShaders::Frag::Object_emissive_forward, GPUShaders::Frag::Object_forward, GPUShaders::Frag::Object_iridescent_forward, GPUShaders::Frag::Object_parallax_forward, GPUShaders::Frag::Object_sheen_forward, GPUShaders::Frag::Object_subsurface_forward, GPUShaders::Frag::Object_transparent_forward, GPUShaders::Frag::Object_transparent_irid_forward, Scene
- lightsCount : GPUShaders::Frag::Object_anisotropic_forward, GPUShaders::Frag::Object_clearcoat_forward, GPUShaders::Frag::Object_emissive_forward, GPUShaders::Frag::Object_forward, GPUShaders::Frag::Object_iridescent_forward, GPUShaders::Frag::Object_parallax_forward, GPUShaders::Frag::Object_sheen_forward, GPUShaders::Frag::Object_subsurface_forward, GPUShaders::Frag::Object_transparent_forward, GPUShaders::Frag::Object_transparent_irid_forward
- linearizeDepth() : GPUShaders::Common::Utils
- List : Culler
- load() : Image
- Load() : Load, Mesh
- loadBackground() : Scene
- loadCamera() : Scene
- loadHDR() : Image
- loadLDR() : Image
- loadLight() : Scene
- loadMaterial() : Scene
- loadObject() : Scene
- loadProbe() : Scene
- loadRawDataFromExternalFile() : Resources
- loadScene() : Scene
- loadShader() : ShaderEditor
- loadStringFromExternalFile() : Resources
- localId : Raycaster::Hit, Raycaster::TriangleInfos
- LocalMT19937() : Random::LocalMT19937
- locations : Program::UniformDef
- lod : GPUShaders::Frag::Probe_debug
- lodCorner() : GPUShaders::TessControl::Ocean_island
- Log() : Log
- looksBody : Player
- looksItem : Player
- lowercase() : TextUtilities
- lowRes : GameConfig
- luminanceTh : GPUShaders::Frag::Bloom