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);