Lighting

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Classes:

class

Rendering Manager responsible for lighting, shadows, and global variables affecing both.

class

A datablock which defines and performs light animation, such as rotation, brightness fade, and colorization.

class

This is the base class for light objects.

class

A helper datablock used by classes (such as shapebase) that submit lights to the scene but do not use actual "LightBase" objects.

class

Defines a light flare effect usable by scene lights.

class

Lighting object that radiates light in all directions.

class

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".

return:

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.

return:

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.