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gamedev:textureproperties:reflected

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gamedev:textureproperties:reflected [2013/12/03 16:09] – created dragonlordgamedev:textureproperties:reflected [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture reflection}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **reflected**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **reflected**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: reflected ====== 
-====== Summary ====== + 
-</WRAP> +Defines if the object is reflected by other geometry or not
-<WRAP boxcontent> +
-|Texture Property Name|reflected| +
-|Description|Defines if the object is reflected by other geometry or not|+
 |Excepted Data Source|1 component value| |Excepted Data Source|1 component value|
 |Data Range|0 to 1| |Data Range|0 to 1|
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 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties| | |Linked Properties| |
-</WRAP> 
  
 ====== Description ====== ====== Description ======
-The **reflected** texture property defines if geometry with this texture is reflected by other geometry. This defines especially if the object is rendered into environment map probes. This is typically used for objects in editors used to visualize something to the user without affecting the rendered world if possible. Another use is for __Vampire-Effect__ where objects are not reflected by mirrors or other reflective materials. For complex situations where the object is reflected by one environment map probe but not another (or by reflective objects but not mirrors) use the environment map layer mask instead since this provides a fine grained control whereas this texture property is a global approach.+ 
 +The **reflected** texture property defines if geometry with this texture is reflected by other geometry. This defines especially if the object is rendered into environment map probes. This is typically used for objects in editors used to visualize something to the user without affecting the rendered world if possible. Another use is for "Vampire-Effect" where objects are not reflected by mirrors or other reflective materials. For complex situations where the object is reflected by one environment map probe but not another (or by reflective objects but not mirrors) use the environment map layer mask instead since this provides a fine grained control whereas this texture property is a global approach.
  
 The value is typically a single component value with the data in the range from 0 to 1. 1 defines that the object is reflected by other geometry while 0 makes the object not reflected by other geometry. The value is typically a single component value with the data in the range from 0 to 1. 1 defines that the object is reflected by other geometry while 0 makes the object not reflected by other geometry.
  
 The default value for this texture property is 1. The default value for this texture property is 1.
gamedev/textureproperties/reflected.1386086977.txt.gz · Last modified: 2013/12/03 16:09 by dragonlord