Torque 3D - Script Manual: LevelInfo Class Reference

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LevelInfo Class Reference
[Miscellaneous]

Stores and controls the rendering and status information for a game level. More...

Inheritance diagram for LevelInfo:

List of all members.

Public Attributes

Lighting

bool advancedLightmapSupport
 Enable expanded support for mixing static and dynamic lighting (more costly).
EaseF ambientLightBlendCurve
 Interpolation curve to use for blending from one ambient light color to a different one.
float ambientLightBlendPhase
 Number of seconds it takes to blend from one ambient light color to a different one.
LevelInfo

ColorI canvasClearColor
 The color used to clear the background before the scene or any GUIs are rendered.
Visibility

float decalBias
 NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level.
float nearClip
 Closest distance from the camera's position to render the world.
float visibleDistance
 Furthest distance fromt he camera's position to render the world.
Fog

float fogAtmosphereHeight
 A height in meters for altitude fog falloff.
ColorF fogColor
 The default color for the scene fog.
float fogDensity
 The 0 to 1 density value for the exponential fog falloff.
float fogDensityOffset
 An offset from the camera in meters for moving the start of the fog effect.
Sound

SFXAmbience soundAmbience
 The global ambient sound environment.
SFXDistanceModel soundDistanceModel
 The distance attenuation model to use.

Detailed Description

Stores and controls the rendering and status information for a game level.

Example:
new LevelInfo(theLevelInfo)
{
  visibleDistance = "1000";
  fogColor = "0.6 0.6 0.7 1";
  fogDensity = "0";
  fogDensityOffset = "700";
  fogAtmosphereHeight = "0";
  canvasClearColor = "0 0 0 255";
  canSaveDynamicFields = "1";
  levelName = "Blank Room";
  desc0 = "A blank room ready to be populated with Torque objects.";
  Enabled = "1";
};

Member Data Documentation

Enable expanded support for mixing static and dynamic lighting (more costly).

Interpolation curve to use for blending from one ambient light color to a different one.

Number of seconds it takes to blend from one ambient light color to a different one.

The color used to clear the background before the scene or any GUIs are rendered.

NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level.

A height in meters for altitude fog falloff.

The default color for the scene fog.

The 0 to 1 density value for the exponential fog falloff.

An offset from the camera in meters for moving the start of the fog effect.

Closest distance from the camera's position to render the world.

The global ambient sound environment.

The distance attenuation model to use.

Furthest distance fromt he camera's position to render the world.



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