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  1. # Scene lights configuration file
  2. #
  3. # Ambient light is a global, scene-wide parameter. Only one ambient light value is admissible.
  4. # Table reflection alpha ranges from 0 to 255 (0 = no reflection, 255 = full mirror).
  5. #
  6. # The materials can be one of those listed in the 3D engine's materials.cfg file.
  7. #
  8. # Lights can be of type directional (like the sun), point (a light bulb) or spot (flashlight beam).
  9. # The attenuation formula for point lights is :
  10. #    Atten = 1 / (att0 + (att1 * d) + (att2 * d²))
  11. # In spot lights, Phi is the outer cone angle. Theta is the inner cone angle.
  12. # Cone widths are to be specified in degrees.
  13. #
  14. # Lights and colors are specified as: Red, Green, Blue (ranging from 0 to 255)
  15. # Sources and directions are specified as: X, Y, Z (Z being the vertical axis)
  16. # Attenuations are specified as: att0, att1, att2
  17. # Cone widths are specified as: inner, outer
  18. #
  19. # Directional lights need: type, color, direction.
  20. # Point lights need: type, color, source, range, attenuation
  21. # Spot lights need: type, color, source, direction, range, attenuation, cone
  22. # Warning : avoid spot lights which are CPU and GPU-intensive.
  23. #
  24. # Leave empty fields that are not relevant for each particular light type
  25.  
  26. [global]
  27. ambient light = 50, 50, 50
  28. board material = "polish"
  29. table material = "polish"
  30. table reflection alpha = 13
  31. black material = "wood"
  32. white material = "wood"
  33.  
  34. [light 1]
  35. type = directional
  36. color = 100, 100, 100
  37. source =
  38. direction = -1, -0.3, -1
  39. range =
  40. attenuation =
  41. cone =
  42.  
  43. [light 2]
  44. type = point
  45. color = 255, 255, 255
  46. source = 0, 0, 15
  47. direction =
  48. range = 200
  49. attenuation = 0, 0.03, 0
  50. cone =
  51.