Collaboration diagram for XFcGLLight:
Public Attributes | |
INT32 | mType |
Light type. | |
REAL | mDiffuseR |
Diffuse color of light. | |
REAL | mDiffuseG |
Diffuse color of light. | |
REAL | mDiffuseB |
Diffuse color of light. | |
REAL | mSpecularR |
Specular color of light. Ignored currently. | |
REAL | mSpecularG |
Specular color of light. Ignored currently. | |
REAL | mSpecularB |
Specular color of light. Ignored currently. | |
REAL | mAmbientR |
Ambient color of light. Ignored currently. | |
REAL | mAmbientG |
Ambient color of light. Ignored currently. | |
REAL | mAmbientB |
Ambient color of light. Ignored currently. | |
XFcVector3 | mPosition |
Position of the light in world space. | |
XFcVector3 | mDirection |
Direction of the light in world space. Ignored for point lights. | |
REAL | mRange |
Light does not evaluate further than this. | |
REAL | mAttenuateConstant |
Constant attenuation. | |
REAL | mAttenuateLinear |
Linear attenuation. | |
REAL | mAttenuateSquared |
Squared attenuation. | |
REAL | mHotspotAngle |
Hotspot angle for spotlight cone. | |
REAL | mFalloffAngle |
Falloff angle for spotlight cone. |
You also have to define material in order to get any sensible use out of light sources.
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Ambient color of light. Ignored currently.
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Ambient color of light. Ignored currently.
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Ambient color of light. Ignored currently.
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Constant attenuation.
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Linear attenuation.
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Squared attenuation.
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Diffuse color of light.
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Diffuse color of light.
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Diffuse color of light.
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Direction of the light in world space. Ignored for point lights.
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Falloff angle for spotlight cone.
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Hotspot angle for spotlight cone.
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Position of the light in world space.
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Light does not evaluate further than this.
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Specular color of light. Ignored currently.
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Specular color of light. Ignored currently.
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Specular color of light. Ignored currently.
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Light type.
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Confidential Copyright © 2002-2003 Fathammer | with doxygen by Dimitri van Heesch |