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LightRegionGeComponentDef

15.22

Class Documentation

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The definition of a LightRegionGeComponent: a light region placed as a polygon, on a LightRegionEntityTemplate. A light region gives one part of the map its own lighting and fog values; MapLightRegions describes those values.

When a light region changes, the client packs the polygons of the light regions of all active entities, with their values, and sends them to the light region shader. Regions of inactive entities are not packed.

Properties

FalloffPower

F32 = 1
16.1
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Passed to the shader with the polygon. How the shader uses it was not traced.

Polygon

List2<Vec3>
16.1
Default value
[
  [-200, 0, 200],
  [200, 0, 200],
  [200, 0, 200],
  [-200, 0, 200]
]
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Outline of the region, in the entity's local space. The client transforms the vertices by the entity's transform. The bounding rectangle of the outline in X and Z is sent to the shader with the vertices.

PriorityOverride

I8 = -1
16.7
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Priority of the region. A negative value uses the Priority of parameters.

radius

F32 = 0
16.1
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Passed to the shader as its inverse. A value of 0 or less passes the largest float instead. How the shader uses it was not traced.

Referenced by 1 class · 1 property