Light deferred global: Difference between revisions

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== See also==
== See also==
* [[Light deferred]]
* {{ent|light_environment}}
* [[CSM]]
* {{ent|Light_deferred}}
* [[Lighting]]
* [[Lighting]]
* [[Adding Light]]
* [[Adding Light]]
* [[Intermediate Lighting]]
* [[Intermediate Lighting]]
* [[Advanced Lighting]]
* [[Advanced Lighting]]

Revision as of 12:12, 29 February 2024

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

It creates real-time shadows and lighting coming from the sun. Similar to env_cascade_light. While this entity can be edited in hammer its more preferable to use the games light editor, as you can actually see what you are doing.

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?

Inputs

Outputs

See also