Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
func ParseLightEnvironment ¶
func ParseLightEnvironment(e *entity.Entity, dl *DirectLight, useHDR bool)
ParseLightEnvironment
func ParseLightGeneric ¶
func ParseLightGeneric(e *entity.Entity, dl *DirectLight, useHDR bool)
ParseLightGeneric
func ParseLightSpot ¶
func ParseLightSpot(e *entity.Entity, dl *DirectLight, list *entity.List)
ParseLightSpot
Types ¶
type DirectLight ¶
type DirectLight struct { Light worldlight.WorldLight PVS []byte // accumulated domain of the light FaceNum int // domain of attached lights TexData int // texture source of traced lights SNormal mgl32.Vec3 TNormal mgl32.Vec3 SScale float32 TScale float32 SOffset float32 TOffset float32 DoRecalc int // position, vector, spot angle, etc. IncrementalID uint16 // hard-falloff lights (lights that fade to an actual zero). between m_flStartFadeDistance and // m_flEndFadeDistance, a smoothstep to zero will be done, so that the light goes to zero at // the end. StartFadeDistance float32 EndFadeDistance float32 CapDistance float32 // max distance to feed in }
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