Light deferred global: Difference between revisions

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For most optimal light placing use the game's built-in [[Light editor]].
For most optimal light placing use the game's built-in [[Light editor]].
It creates real-time shadows and lighting coming from the sun. Similar to [[env_cascade_light]].
It creates real-time shadows and lighting coming from the sun. Similar to [[env_cascade_light]].
 
{{code class|CDeferredLightGlobal|CDefLightGlobal.cpp}}
{{confirm|Does this entity also exists in {{p2d|4}}?}}
{{confirm|Does this entity also exists in {{p2d|4}}?}}
{{clr-left}}
{{clr-left}}

Revision as of 08:09, 21 February 2024

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It is also available in other games that use it's source code.

For most optimal light placing use the game's built-in Light editor. It creates real-time shadows and lighting coming from the sun. Similar to env_cascade_light.

C++ In code, it is represented by theCDeferredLightGlobalclass, defined in theCDefLightGlobal.cppfile.
Confirm:Does this entity also exists in Portal 2: Desolation Portal 2: Desolation?

Keyvalues

Light

Color diffuse (diffuse) <color255 + int>
Sets the light's color and brightness.
Color ambient high (ambient_high) <color255 + int>
Sets the light's ambient color and brightness.
Color ambient low (ambient_low) <color255 + int>
Todo: Whats the difference between this and High?
Fade interval time (fadetime) <float>
Todo: What does this do?

Base

Name (targetname) <string>
The name that other entities use to refer to this entity.
Pitch Yaw Roll (X Y Z) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.

Flags

Enabled : [1]
Turns the light on.
Enable shadow : [2]
Enables dynamic shadows.
Enable transitions : [4]
Todo: what does this do?

See also