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1 pmbaty 1
# Scene lights configuration file
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#
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# Ambient light is a global, scene-wide parameter. Only one ambient light value is admissible.
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# Table reflection alpha ranges from 0 to 255 (0 = no reflection, 255 = full mirror).
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#
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# The materials can be one of those listed in the 3D engine's materials.cfg file.
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#
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# Lights can be of type directional (like the sun), point (a light bulb) or spot (flashlight beam).
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# The attenuation formula for point lights is :
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#    Atten = 1 / (att0 + (att1 * d) + (att2 * dē))
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# In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
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# Cone widths are to be specified in degrees.
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#
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# Lights and colors are specified as: Red, Green, Blue (ranging from 0 to 255)
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# Sources and directions are specified as: X, Y, Z (Z being the vertical axis)
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# Attenuations are specified as: att0, att1, att2
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# Cone widths are specified as: inner, outer
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#
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# Directional lights need: type, color, direction.
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# Point lights need: type, color, source, range, attenuation
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# Spot lights need: type, color, source, direction, range, attenuation, cone
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# Warning : avoid spot lights which are CPU and GPU-intensive.
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#
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# Leave empty fields that are not relevant for each particular light type
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[global]
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ambient light = 50, 50, 50
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board material = "polish"
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table material = "polish"
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table reflection alpha = 100
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black material = "smoked glass"
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white material = "smoked glass"
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[light 1]
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type = directional
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color = 100, 100, 100
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source =
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direction = -1, -0.3, -1
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range =
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attenuation =
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cone =
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[light 2]
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type = point
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color = 255, 255, 255
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source = 0, 0, 15
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direction =
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range = 200
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attenuation = 0, 0.03, 0
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cone =