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DynamicSpotlightGeComponentDef

16.11

Class Documentation

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The definition of a DynamicSpotlightGeComponent: a spotlight carried by a game entity, on a DynamicSpotlightEntityTemplate. The light starts at the entity's position and moves with it.

The light goes into the same light lists as a MapDynamicSpotlight. That page describes the projected texture and the texture atlas. MapDynamicLighting describes the surfaces, the masks and the light types. The light is drawn only on a map that has that component.

Properties

Color

Vec4 = [1, 1, 1, 1]
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Colour of the light. The red, green and blue values are multiplied by intensity.

HdrScale

F32 = 5
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Extra multiplier on the colour, used only by PBR-style shaders.

Impact

U8 = 3
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Which kind of surface the light reaches. Bit 0x1 is environment, bit 0x2 is characters.

LightChannels

U8 = 1
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Bitmask of light channels. The light reaches an object only when the object's own light channels share a bit with it.

Near

F32 = 10
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Distance from the light to the near plane of its frustum, in world units.

ProjectedTexture

File = "0x0"
Type history (2 revisions)
  • 16.11 - 16.16 String
  • since 16.17 File
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The texture that the light projects. The component loads it when the entity spawns. A spotlight whose projected texture does not resolve is not drawn.

far

F32 = 500
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Distance from the light to the far plane of its frustum, in world units. It is also the range of the light.

Referenced by 1 class · 1 property