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gamedev:textureproperties:environmentroom_emissivity

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gamedev:textureproperties:environmentroom_emissivity [2019/05/09 08:30] – removed dragonlordgamedev:textureproperties:environmentroom_emissivity [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture environmentroom emission}}
 +<WRAP youarehere>
 +[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **environmentroom.emissivity**
 +</WRAP>
 +
 +====== Skin Texture Property: environmentroom.emissivity ======
 +
 +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]]|
 +
 +====== Description ======
 +
 +The **environmentroom.emissivity** texture property definesthe emissivity for an environment room.
 +
 +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.
 +
 +The source is typically a floating point image with 3 color components with values 0 or greater.
 +
 +The default value for this texture property is (0,0,0) which is non-emissive.
 +
 +====== Examples ======
  
gamedev/textureproperties/environmentroom_emissivity.1557390618.txt.gz · Last modified: 2019/05/09 08:30 by dragonlord