Lighting
Classes:
Rendering Manager responsible for lighting, shadows, and global variables affecing both.
A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization.
This is the base class for light objects.
A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects.
Defines a light flare effect usable by scene lights.
Lighting object that radiates light in all directions.
Lighting object which emits conical light in a direction.
Functions
string
Returns the active light manager name.
String
Returns a tab seperated list of light manager names.
bool
lightScene(string completeCallbackFn, string mode)
Will generate static lighting for the scene if supported by the active light manager.
void
Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured.
bool
setLightManager(string name)
Finds and activates the named light manager.
Variables
bool
Toggles rendering of light frustums when the light is selected in the editor.
bool
Toggles rendering of light frustums when the light is selected in the editor.
bool
Toggles rendering of light frustums when the light is selected in the editor.
bool
Toggles visualization of light object's radius or cone.
Detailed Description
Functions
getActiveLightManager()
Returns the active light manager name.
getLightManagerNames()
Returns a tab seperated list of light manager names.
lightScene(string completeCallbackFn, string mode)
Will generate static lighting for the scene if supported by the active light manager.
If mode is "forceAlways", the lightmaps will be regenerated regardless of whether lighting cache files can be written to. If mode is "forceWritable", then the lightmaps will be regenerated only if the lighting cache files can be written. Parameters:
completeCallbackFn | The name of the function to execute when the lighting is complete. |
mode | One of "forceAlways", "forceWritable" or "loadOnly". |
Returns true if the scene lighting process was started.
resetLightManager()
Deactivates and then activates the currently active light manager.This causes most shaders to be regenerated and is often used when global rendering changes have occured.
setLightManager(string name)
Finds and activates the named light manager.
Returns true if the light manager is found and activated.
Variables
bool renderLightFrustums
Toggles rendering of light frustums when the light is selected in the editor.
note:Only works for shadow mapped lights.
bool renderPreviewProbes
Toggles rendering of light frustums when the light is selected in the editor.
note:Only works for shadow mapped lights.
bool renderReflectionProbes
Toggles rendering of light frustums when the light is selected in the editor.
note:Only works for shadow mapped lights.
bool renderViz
Toggles visualization of light object's radius or cone.