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PrecipitationData Class Reference
[Special Effects, Atmosphere]
Defines the droplets used in a storm (raindrops, snowflakes, etc). More...
Public Attributes | |
string | dropShader |
The name of the shader used for raindrops. | |
int | dropsPerSide |
How many rows and columns are in the raindrop texture. | |
filename | dropTexture |
Texture filename for drop particles. | |
SFXTrack | soundProfile |
Looping SFXProfile effect to play while Precipitation is active. | |
int | splashesPerSide |
How many rows and columns are in the splash texture. | |
string | splashShader |
The name of the shader used for splashes. | |
filename | splashTexture |
Texture filename for splash particles. |
Detailed Description
Defines the droplets used in a storm (raindrops, snowflakes, etc).
- Example:
datablock PrecipitationData( HeavyRain ) { soundProfile = "HeavyRainSound"; dropTexture = "art/environment/precipitation/rain"; splashTexture = "art/environment/precipitation/water_splash"; dropsPerSide = 4; splashesPerSide = 2; };
- See also:
- Precipitation
Member Data Documentation
The name of the shader used for raindrops.
How many rows and columns are in the raindrop texture.
For example, if the texture has 16 raindrops arranged in a grid, this field should be set to 4.
filename PrecipitationData::dropTexture |
Texture filename for drop particles.
The drop texture can contain several different drop sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each drop.
Looping SFXProfile effect to play while Precipitation is active.
How many rows and columns are in the splash texture.
For example, if the texture has 9 splashes arranged in a grid, this field should be set to 3.
The name of the shader used for splashes.
filename PrecipitationData::splashTexture |
Texture filename for splash particles.
The splash texture can contain several different splash sub-textures arranged in a grid. There must be the same number of rows as columns. A random frame will be chosen for each splash.