A light source that has a fixed position and shines uniformly in all directions.
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bool | DirectionalForShader [get, set] |
| Shall this light source be converted to a pseudo-directional source for each individual PositionableRenderable before passing it to shaders? More...
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DoubleVector3 | Position [get, set] |
| The position of the light source More...
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Vector3 | Shift [get, set] |
| Stores an offset used by game logic positioning code. Ignore by the engine itself! More...
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float | Range [get, set] |
| The maximum distance at which the light source has an effect. More...
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Attenuation | Attenuation [get, set] |
| Factors describing the attenuation of light intensity over distance. More...
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string | Name [get, set] |
| Text value to make it easier to identify a particular camera More...
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bool | Enabled [get, set] |
| Shall the light source affect its surroundings? More...
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Color | Diffuse [get, set] |
| The diffuse color this light source emits More...
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Color | Specular [get, set] |
| The specular color this light source emits More...
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Color | Ambient [get, set] |
| The ambient color this light source emits More...
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DoubleVector3 | Offset [get, set] |
| A value to be subtracted from IPositionable.Position in order gain IPositionableOffset.EffectivePosition More...
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Vector3 | EffectivePosition [get] |
| The sum of IPositionable.Position and IPositionableOffset.EffectivePosition More...
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DoubleVector3 | Position [get, set] |
| The object's position More...
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A light source that has a fixed position and shines uniformly in all directions.