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G1R AngelScript
Scripting reference for the Gothic 1 Remake
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Per-object settings for Lightmass. More...
Public Member Functions | |
Functions | |
| void | SetbUseTwoSidedLighting (bool Value) |
| If true, this object will be lit as if it receives light from both sides of its polygons. | |
| void | SetbShadowIndirectOnly (bool Value) |
| If true, this object will only shadow indirect lighting. | |
| void | SetbUseEmissiveForStaticLighting (bool Value) |
| If true, allow using the emissive for static lighting. | |
| void | SetbUseVertexNormalForHemisphereGather (bool Value) |
| Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals. However in the case of foliage whose vertex normal has been setup to match the underlying terrain, gathering in the direction of the vertex normal is desired. | |
| FLightmassPrimitiveSettings & | opAssign (FLightmassPrimitiveSettings Other) |
Public Attributes | |
Lightmass | |
| float32 | DiffuseBoost |
| Scales the diffuse contribution of all materials applied to this object. | |
| float32 | FullyOccludedSamplesFraction |
| Fraction of samples taken that must be occluded in order to reach full occlusion. | |
| float32 | EmissiveBoost |
| Scales the emissive contribution of all materials applied to this object. | |
Per-object settings for Lightmass.
| FLightmassPrimitiveSettings & opAssign | ( | FLightmassPrimitiveSettings | Other | ) |
| void SetbShadowIndirectOnly | ( | bool | Value | ) |
If true, this object will only shadow indirect lighting.
| void SetbUseEmissiveForStaticLighting | ( | bool | Value | ) |
If true, allow using the emissive for static lighting.
| void SetbUseTwoSidedLighting | ( | bool | Value | ) |
If true, this object will be lit as if it receives light from both sides of its polygons.
| void SetbUseVertexNormalForHemisphereGather | ( | bool | Value | ) |
Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals. However in the case of foliage whose vertex normal has been setup to match the underlying terrain, gathering in the direction of the vertex normal is desired.
| float32 DiffuseBoost |
Scales the diffuse contribution of all materials applied to this object.
| float32 EmissiveBoost |
Scales the emissive contribution of all materials applied to this object.
| float32 FullyOccludedSamplesFraction |
Fraction of samples taken that must be occluded in order to reach full occlusion.