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Rev | Author | Line No. | Line |
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1 | pmbaty | 1 | # Scene lights configuration file |
2 | # |
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3 | # Ambient light is a global, scene-wide parameter. Only one ambient light value is admissible. |
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4 | # Table reflection alpha ranges from 0 to 255 (0 = no reflection, 255 = full mirror). |
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5 | # |
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6 | # The materials can be one of those listed in the 3D engine's materials.cfg file. |
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7 | # |
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8 | # Lights can be of type directional (like the sun), point (a light bulb) or spot (flashlight beam). |
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9 | # The attenuation formula for point lights is : |
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10 | # Atten = 1 / (att0 + (att1 * d) + (att2 * dē)) |
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11 | # In spot lights, Phi is the outer cone angle. Theta is the inner cone angle. |
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12 | # Cone widths are to be specified in degrees. |
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13 | # |
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14 | # Lights and colors are specified as: Red, Green, Blue (ranging from 0 to 255) |
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15 | # Sources and directions are specified as: X, Y, Z (Z being the vertical axis) |
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16 | # Attenuations are specified as: att0, att1, att2 |
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17 | # Cone widths are specified as: inner, outer |
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18 | # |
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19 | # Directional lights need: type, color, direction. |
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20 | # Point lights need: type, color, source, range, attenuation |
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21 | # Spot lights need: type, color, source, direction, range, attenuation, cone |
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22 | # Warning : avoid spot lights which are CPU and GPU-intensive. |
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23 | # |
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24 | # Leave empty fields that are not relevant for each particular light type |
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25 | |||
26 | [global] |
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27 | ambient light = 50, 50, 50 |
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28 | board material = "polish" |
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29 | table material = "polish" |
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30 | table reflection alpha = 50 |
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31 | black material = "glass" |
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32 | white material = "glass" |
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33 | |||
34 | [light 1] |
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35 | type = directional |
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36 | color = 100, 100, 100 |
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37 | source = |
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38 | direction = -1, -0.3, -1 |
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39 | range = |
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40 | attenuation = |
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41 | cone = |
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42 | |||
43 | [light 2] |
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44 | type = point |
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45 | color = 255, 255, 255 |
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46 | source = 0, 0, 15 |
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47 | direction = |
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48 | range = 200 |
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49 | attenuation = 0, 0.03, 0 |
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50 | cone = |