torque Torque Game Engine Documentation
TGE Version 1.5.2

engine/lightingSystem/sgLighting.h File Reference


Defines

#define SG_STATIC_LIGHT_SHADOWS_BLUR
 harsh or blurred lighting...
#define SG_ADVANCED_INTERIOR_LIGHTING
 avoid washed out dynamic lighting...
#define SG_INTERIOR_DETAILMAPPING
 detail maps on interiors...
#define SG_ADVANCED_DYNAMIC_SHADOWS
 enable advanced lighting options
#define SG_ADVANCED_DTS_DYNAMIC_LIGHTING
#define SG_ADVANCED_PARTICLE_LIGHTING
#define SG_OVEREXPOSED_SELFILLUMINATION
#define SG_PARTICLESYSTEMLIGHT_FIXED_INTENSITY   0.5f
 tune advanced lighting options
#define SG_DYNAMIC_SHADOW_INTENSITY   0.5
#define SG_DYNAMIC_SHADOW_STEPS   5.0f
#define SG_DYNAMIC_SHADOW_TIME   20
#define SG_CHOOSE_SPEED_OVER_QUALITY   false
#define SG_SELF_SHADOWING   true
#define SG_CALCULATE_SHADOWS   true
#define SG_MIN_LEXEL_INTENSITY   0.0039215f
#define SG_MIN_LEXEL_INTENSITY_SPEED_OVER_QUALITY   0.1f
#define SG_NULL_SURFACE   -2
#define SG_STATIC_SPOT_VECTOR_NORMALIZED   Point3F(0, 0, 1)
#define SG_LIGHTING_OVERBRIGHT_AMOUNT   2.0
 how much glare do we want (must be 1.0, 2.0, or 4.0)...
#define SG_LIGHTING_NORMAL_AMOUNT   1.0
 this value resets Torque to a normal lighting value...
#define SG_TSSTATIC_MAX_LIGHT_SHIFT   3
 these define the number of universal static lights that can be manually assigned to a static.
#define SG_TSSTATIC_MAX_LIGHTS   ((1 << SG_TSSTATIC_MAX_LIGHT_SHIFT) - 1)
#define SG_LIGHTMANAGER_SUN_PRIORITY   6.0f
 these values change the priority of the light objects...
#define SG_LIGHTMANAGER_DYNAMIC_PRIORITY   1.0f
#define SG_LIGHTMANAGER_STATIC_PRIORITY   4.0f
#define SG_LIGHTMANAGER_ASSIGNED_PRIORITY   6.0f
#define SG_LIGHTINGPACK_CORE_VERSION   "2.1"
#define SG_TGE_VERSION   "1.0"
#define SG_LIGHTINGPACK_SUB_VERSION   "5.1"
#define SG_LIGHTINGPACK_SHOW_ALL_INFORMATION   true

Functions

char * sgGetLightingPackInformation (bool fullinfo=false)


Define Documentation

#define SG_STATIC_LIGHT_SHADOWS_BLUR

harsh or blurred lighting...

#define SG_ADVANCED_INTERIOR_LIGHTING

avoid washed out dynamic lighting...

#define SG_INTERIOR_DETAILMAPPING

detail maps on interiors...

#define SG_ADVANCED_DYNAMIC_SHADOWS

enable advanced lighting options

#define SG_ADVANCED_DTS_DYNAMIC_LIGHTING

#define SG_ADVANCED_PARTICLE_LIGHTING

#define SG_OVEREXPOSED_SELFILLUMINATION

#define SG_PARTICLESYSTEMLIGHT_FIXED_INTENSITY   0.5f

tune advanced lighting options

#define SG_DYNAMIC_SHADOW_INTENSITY   0.5

#define SG_DYNAMIC_SHADOW_STEPS   5.0f

#define SG_DYNAMIC_SHADOW_TIME   20

#define SG_CHOOSE_SPEED_OVER_QUALITY   false

#define SG_SELF_SHADOWING   true

#define SG_CALCULATE_SHADOWS   true

#define SG_MIN_LEXEL_INTENSITY   0.0039215f

#define SG_MIN_LEXEL_INTENSITY_SPEED_OVER_QUALITY   0.1f

#define SG_NULL_SURFACE   -2

#define SG_STATIC_SPOT_VECTOR_NORMALIZED   Point3F(0, 0, 1)

#define SG_LIGHTING_OVERBRIGHT_AMOUNT   2.0

how much glare do we want (must be 1.0, 2.0, or 4.0)...

#define SG_LIGHTING_NORMAL_AMOUNT   1.0

this value resets Torque to a normal lighting value...

#define SG_TSSTATIC_MAX_LIGHT_SHIFT   3

these define the number of universal static lights that can be manually assigned to a static.

..

#define SG_TSSTATIC_MAX_LIGHTS   ((1 << SG_TSSTATIC_MAX_LIGHT_SHIFT) - 1)

#define SG_LIGHTMANAGER_SUN_PRIORITY   6.0f

these values change the priority of the light objects...

#define SG_LIGHTMANAGER_DYNAMIC_PRIORITY   1.0f

#define SG_LIGHTMANAGER_STATIC_PRIORITY   4.0f

#define SG_LIGHTMANAGER_ASSIGNED_PRIORITY   6.0f

#define SG_LIGHTINGPACK_CORE_VERSION   "2.1"

#define SG_TGE_VERSION   "1.0"

#define SG_LIGHTINGPACK_SUB_VERSION   "5.1"

#define SG_LIGHTINGPACK_SHOW_ALL_INFORMATION   true


Function Documentation

char* sgGetLightingPackInformation ( bool  fullinfo = false  ) 




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