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gamedev:textureproperties:environmentroom_emissivity [2019/05/08 20:06] – dragonlord | gamedev:textureproperties:environmentroom_emissivity [2019/05/09 08:30] – removed dragonlord | ||
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- | <WRAP youarehere> | ||
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- | ====== Summary ====== | ||
- | </ | ||
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- | |Texture Property Name|environmentroom.emissivity| | ||
- | |Description|Defines the emissivity for an environment room.| | ||
- | |Excepted Data Source|3 component image| | ||
- | |Data Range|0 or greater| | ||
- | |Default Value|(0, | ||
- | |Affected Modules|Graphic| | ||
- | |Linked Properties|[[environmentroom_emissivity_intensity|environmentroom.emissivity.intensity]]| | ||
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- | ====== Description ====== | ||
- | The **environmentroom.emissivity** texture property definesthe emissivity for an environment room. | ||
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- | Environment room emissivity map can exist in different formats ranging from Cube Maps all the way to 2D Atlas reduced formats. All these are defined in the Drag[en]gine using an image. This works since images can have a depth or layers (z coordinates). To define a proper Cube Map for use with this texture property the image has to have a depth of 6 with each layer specifying a single face of the Cube Map. The ordering of the faces is the following: | ||
- | * Layer 0 (z=0): Positive X Axis | ||
- | * Layer 1 (z=1): Negative X axis | ||
- | * Layer 2 (z=2): Positive Y Axis | ||
- | * Layer 3 (z=3): Negative Y Axis | ||
- | * Layer 4 (z=4): Positive Z Axis | ||
- | * Layer 5 (z=5): Negative Z Axis | ||
- | Each layer has to be oriented along the other two positive axes. Hence the positive x axis layer has to be oriented with the image x and y axis along the cube map y and z axis. The negative z axis image is not used thus a 5 layer image is accepted as cube map too. | ||
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- | The source is typically a floating point image with 3 color components with values 0 or greater. | ||
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- | The default value for this texture property is (0,0,0) which is non-emissive. | ||
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- | ====== Examples ====== | ||