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gamedev:textureproperties:environmentroom_emissivity

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gamedev:textureproperties:environmentroom_emissivity [2019/05/08 20:06] dragonlordgamedev:textureproperties:environmentroom_emissivity [2019/05/09 08:30] – removed dragonlord
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-{{tag>dragengine graphic skin texture environmentroom emission}} 
-<WRAP youarehere> 
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **environmentroom.emissivity** 
-</WRAP> 
- 
-<WRAP boxheader> 
-====== Summary ====== 
-</WRAP> 
-<WRAP boxcontent> 
-|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|(0,0,0)| 
-|Affected Modules|Graphic| 
-|Linked Properties|[[environmentroom_emissivity_intensity|environmentroom.emissivity.intensity]]| 
-</WRAP> 
- 
-====== 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 ====== 
  
gamedev/textureproperties/environmentroom_emissivity.txt · Last modified: 2019/05/24 23:43 by dragonlord