A constructor defined in BBMOD_DirectionalLight.gml
Extends BBMOD_Light
new BBMOD_DirectionalLight([_color[, _direction]])
A directional light.
| Name | Type | Description |
|---|---|---|
| _color | Struct.BBMOD_Color |
The light's color. Defaults to BBMOD_C_WHITE if undefined. |
| _direction | Struct.BBMOD_Vec3 |
The light's direction. Defaults to (-1, 0, -1) if undefined. |
| Name | Description |
|---|---|
| Color | The color of the light. Defaul value is BBMOD_C_WHITE. |
| Direction | The direction of the light. Default value is (-1, 0, -1). |
| ShadowmapArea | The area captured by the shadowmap. Defaults to 1024. |
| ShadowmapFollowsCamera | If true then the shadowmap is captured from the camera's position instead of from the directional light's position. Default value is true for backwards compatibility. |
| Name | Description |
|---|---|
| AffectLightmaps | If true then the light affects also materials with baked lightmaps. Defaults to true. |
| CastShadows | If true then the light should casts shadows. This may not be implemented for all types of lights! Defaults to false. |
| Enabled | Use false to disable the light. Defaults to true (the light is enabled). |
| Frameskip | Number of frames to skip between individual updates of the light's shadowmap. Default value is 0, which means no frame skipping. |
| NeedsUpdate | If true and the light is static, its shadowmap needs to be updated. |
| Position | The position of the light. |
| RenderPass | Bitwise OR of 1 << render pass in which the light is enabled. By default this is BBMOD_ERenderPass.Forward and BBMOD_ERenderPass.ReflectionCapture, which means the light is visible only in the forward render pass and during capture of reflection probes. |
| ShadowmapResolution | The resolution of the shadowmap surface. Must be power of 2. Defaults to 512. |
| Static | If true then the light's shadowmap is captured only once or when requested via setting the BBMOD_Light.NeedsUpdate property to true. |
Copyright © 2025, BlueBurn. Built on April 12, 2025 using GMDoc.