Beispiel #1
0
void CC4Projectile::CreateLight()
{
	if(m_pAmmoParams->pC4ExplosiveParams)
	{
		m_pLightSource = gEnv->p3DEngine->CreateLightSource();
		if(m_pLightSource)
		{
			UpdateLight(0.f, false);
			SetLightParams();
			gEnv->p3DEngine->RegisterEntity(m_pLightSource);
		}
	}
}
Beispiel #2
0
DynamicSkyLight::DynamicSkyLight()
	: luaControl(false)
	, updateNeeded(true)
{
	const CMapInfo::light_t& light = mapInfo->light;

	lightIntensity = 1.0f;
	groundShadowDensity = light.groundShadowDensity;
	unitShadowDensity = light.unitShadowDensity;
	orbitMinSunHeight = configHandler->GetFloat("DynamicSunMinElevation"); //FIXME mapinfo option???
	orbitMinSunHeight = Clamp(orbitMinSunHeight, -1.0f, 1.0f);

	// light.sunDir has already been normalized (in 3D) in MapInfo
	SetLightParams(light.sunDir, light.sunStartAngle, light.sunOrbitTime);
}