![]() |
Public API Reference |
#include "csutil/scf.h"
#include "iengine/fview.h"
Go to the source code of this file.
Compounds | |
struct | iLight |
The iLight interface is the SCF interface for the csLight class. More... | |
struct | iLightCallback |
Set a callback which is called when this light color is changed. More... | |
struct | iLightingProcessData |
The iLightingProcessData interface can be implemented by a mesh object so that it can attach additional information for the lighting process. More... | |
struct | iLightingProcessInfo |
The iLightingProcessInfo interface holds information for the lighting system. More... | |
struct | iLightIterator |
Iterator to iterate over all static lights in the engine. More... | |
struct | iLightList |
This structure represents a list of lights. More... | |
Light flags | |
#define | CS_LIGHT_THINGSHADOWS 0x00000001 |
If CS_LIGHT_THINGSHADOWS is set for a light then things will also cast shadows. More... | |
#define | CS_LIGHT_ACTIVEHALO 0x80000000 |
If this flag is set, the halo for this light is active and is in the engine's queue of active halos. More... | |
Attenuation modes | |
Attenuation controls how the brightness of a light fades with distance.
There are four attenuation formulas:
| |
#define | CS_ATTN_NONE 0 |
no attenuation: light * 1. More... | |
#define | CS_ATTN_LINEAR 1 |
linear attenuation: light * (radius - distance) / radius. More... | |
#define | CS_ATTN_INVERSE 2 |
inverse attenuation: light * (radius / distance). More... | |
#define | CS_ATTN_REALISTIC 3 |
realistic attenuation: light * (radius^2 / distance^2). More... | |
Defines | |
#define | CS_DEFAULT_LIGHT_LEVEL 20 |
Light level that is used when there is no light on the texture. More... | |
#define | CS_NORMAL_LIGHT_LEVEL 128 |
Light level that corresponds to a normally lit texture. More... |
Definition in file iengine/light.h.