Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
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
Click to show internal directories.
Click to hide internal directories.