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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..
EmitType light emission mode.
const ( // EmitSurface 90 degree spotlight EmitSurface EmitType = 0 // EmitPoint simple point light source EmitPoint EmitType = 1 // EmitSpotLight spotlight with penumbra EmitSpotLight EmitType = 2 // EmitSkyLight directional light with no falloff (surface must trace to SKY texture) EmitSkyLight EmitType = 3 // EmitQuakeLight linear falloff, non-lambertian EmitQuakeLight EmitType = 4 // EmitSkyAmbient spherical light source with no falloff (surface must trace to SKY texture) EmitSkyAmbient EmitType = 5 )
type WorldLight ¶
type WorldLight struct {
// Origin is position in the world
Origin mgl32.Vec3
// Intensity
Intensity mgl32.Vec3
// Normal
Normal mgl32.Vec3
// Cluster
Cluster int32
// Type
Type EmitType //Think for alignments sake with is uint8. May be 3 bytes padding...
// Style
Style int32
// Stopdot
Stopdot float32
// Stopdot2
Stopdot2 float32
// Exponent
Exponent float32
// Radius
Radius float32
// ConstantAttenuation
ConstantAttenuation float32
// LinearAttenuation
LinearAttenuation float32
// QuadraticAttenuation
QuadraticAttenuation float32
// Flags
Flags int32
// TexInfo
TexInfo int32
// Owner
Owner int32
// contains filtered or unexported fields
}
WorldLight is a single light in the world This data may also be stored in entdata
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