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ClusteredLightingInfo

15.21 Value struct

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The settings of the light grid that MapDynamicLighting uses to hand each pixel only the lights near it.

The grid is not fixed in the world. Each frame the client takes the bounding box of the visible lights and fits the grid to it. A point light claims a box of 1.5 times its radius around its position. On each axis the cell size is the box size divided by the maximum cell count, but never smaller than MinClusterSize; the cell count is then whatever fits, up to the maximum.

Properties

0x8a0d61c2

U32 = 8192
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Capacity of the buffer that holds the per-cell light lists and the light data, in entries. It is allocated once, when the map feature loads.

MaxNumClustersX

U32 = 32
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Upper bound on the number of cells along the world X axis.

MaxNumClustersY

U32 = 2
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Upper bound on the number of cells along the world Y axis, which is up. The small default suits a map seen from above: the lights sit in a thin horizontal slab.

MaxNumClustersZ

U32 = 32
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Upper bound on the number of cells along the world Z axis.

MinClusterSize

Vec3 = [100, 100, 100]
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Smallest size of a cell on each axis, in world units. With few lights close together the grid uses fewer cells of this size instead of many smaller ones.

Referenced by 1 class · 1 property