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gamedev:textureproperties:environmentmap [2019/05/08 20:05] – dragonlord | gamedev:textureproperties:environmentmap [2019/05/09 08:29] – created dragonlord | ||
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- | {{tag>dragengine | + | {{tag> |
<WRAP youarehere> | <WRAP youarehere> | ||
[[: | [[: | ||
</ | </ | ||
- | <WRAP boxheader> | + | ====== |
- | ====== | + | |
- | </ | + | Defines the custom environment map to use for reflections. |
- | <WRAP boxcontent> | + | |
- | |Texture Property Name|environmentmap| | + | |
- | |Description|Defines the custom environment map to use for reflections| | + | |
|Excepted Data Source|4 component image| | |Excepted Data Source|4 component image| | ||
|Data Range|0 or greate for the component 1 to 3 and 0 to 1 for the component 4| | |Data Range|0 or greate for the component 1 to 3 and 0 to 1 for the component 4| | ||
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|Affected Modules|Graphic| | |Affected Modules|Graphic| | ||
|Linked Properties|-| | |Linked Properties|-| | ||
- | </ | ||
====== Description ====== | ====== Description ====== | ||
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The **environntmap** texture property defines the environment map to use for reflection. By default the Graphic Module produces an environment map (or something similar) for reflections itself dynamically if the module requires one. Using this property the environment map to use for reflections can be forced. This can be useful for example to achieve special effects for example by using a renderables. This allows to show foreign environment content like an object reflecting a different world. Another possible use is to pre-calculate a special environment map of a cockpit inside for a HUD. This way the game developer has full control over the environment map and the Graphic Module is not required to deal with dynamic environment map creation. | The **environntmap** texture property defines the environment map to use for reflection. By default the Graphic Module produces an environment map (or something similar) for reflections itself dynamically if the module requires one. Using this property the environment map to use for reflections can be forced. This can be useful for example to achieve special effects for example by using a renderables. This allows to show foreign environment content like an object reflecting a different world. Another possible use is to pre-calculate a special environment map of a cockpit inside for a HUD. This way the game developer has full control over the environment map and the Graphic Module is not required to deal with dynamic environment map creation. | ||
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====== Examples ====== | ====== Examples ====== | ||
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( TODO: example image ) | ( TODO: example image ) |