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Index ¶
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type EmitType ¶
type EmitType uint8 // assumed this is 1 byte..
const EMIT_POINT EmitType = 1 // simple point light source
const EMIT_QUAKELIGHT EmitType = 4 // linear falloff, non-lambertian
const EMIT_SKYAMBIENT EmitType = 5 // spherical light source with no falloff (surface must trace to SKY texture)
const EMIT_SKYLIGHT EmitType = 3 // directional light with no falloff (surface must trace to SKY texture)
const EMIT_SPOTLIGHT EmitType = 2 // spotlight with penumbra
const EMIT_SURFACE EmitType = 0 // 90 degree spotlight
type WorldLight ¶
type WorldLight struct {
Origin mgl32.Vec3
Intensity mgl32.Vec3
Normal mgl32.Vec3
Cluster int32
Type EmitType //Think for alignments sake with is uint8. May be 3 bytes padding...
Style int32
Stopdot float32
Stopdot2 float32
Exponent float32
Radius float32
ConstantAttenuation float32
LinearAttenuation float32
QuadraticAttenuation float32
Flags int32
TexInfo int32
Owner int32
// contains filtered or unexported fields
}
A single light in the world This data may also be stored in entdata
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