G1R AngelScript
Scripting reference for the Gothic 1 Remake
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FLightmassPrimitiveSettings Struct Reference

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.

Detailed Description

Per-object settings for Lightmass.

Member Function Documentation

◆ opAssign()

◆ SetbShadowIndirectOnly()

void SetbShadowIndirectOnly ( bool Value)

If true, this object will only shadow indirect lighting.

◆ SetbUseEmissiveForStaticLighting()

void SetbUseEmissiveForStaticLighting ( bool Value)

If true, allow using the emissive for static lighting.

◆ SetbUseTwoSidedLighting()

void SetbUseTwoSidedLighting ( bool Value)

If true, this object will be lit as if it receives light from both sides of its polygons.

◆ SetbUseVertexNormalForHemisphereGather()

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.

Member Data Documentation

◆ DiffuseBoost

float32 DiffuseBoost

Scales the diffuse contribution of all materials applied to this object.

◆ EmissiveBoost

float32 EmissiveBoost

Scales the emissive contribution of all materials applied to this object.

◆ FullyOccludedSamplesFraction

float32 FullyOccludedSamplesFraction

Fraction of samples taken that must be occluded in order to reach full occlusion.