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Class D3dLightDesc

public final class D3dLightDesc
{
  // Fields
  public float attenuation0;
  public float attenuation1;
  public float attenuation2;
  public float colorA;
  public float colorB;
  public float colorG;
  public float colorR;
  public float directionx;
  public float directiony;
  public float directionz;
  public int dltType;
  public float falloff;
  public float phi;
  public float positionx;
  public float positiony;
  public float positionz;
  public float range;
  public float theta;
}

Defines the light type in calls to methods such as setLight and getLight.

Fields

attenuation0
Constant light intensity. Specifies a light level that does not decrease between the light and the cutoff point given by the range field.
attenuation1
Light intensity that decreases linearly. The light intensity is 50 percent of this value halfway between the light and the cutoff point given by the range field.
attenuation2
Light intensity that decreases according to a quadratic attenuation factor.
colorA
the alpha element of the color of the light.
colorB
The blue element of the color of the light.
colorG
The green element of the color of the light.
colorR
The red element of the color of the light.
directionx
The x axis element of the direction of the light in world space.
directiony
The y axis element of the direction of the light in world space.
directionz
The z axis element of the direction of the light in world space.
dltType
Type of the light source. This is one value of light type.
falloff
Decrease in illumination between the umbra (the angle specified by the theta field) and the outer edge of the penumbra (the angle specified by the phi field).
phi
Angle, in radians, defining the outer edge of the spotlight's penumbra. Points outside this cone are not lit by the spotlight.
positionx
The x axis element of the position of the light in world space.
positiony
The y axis element of the position of the light in world space.
positionz
The z axis element of the position of the light in world space.
range
Distance beyond which the light has no effect.
theta
Angle, in radians, of the spotlight's umbra—that is, the fully illuminated spotlight cone.

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