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tutorial7


This tutorial shows you the use of the draw calls quick scripts.

 

# impostors as mesh wraped to another defing only object coordinates

IMPOSTORNAME "NAMEOFBASEOBJECT"

IMPOSTORNAME %NUM

# defining draw call to last rendered as for grass or transparencies

DRAWLAST

DRAWAFTER

# defining draw call to first rendered as for grass or transparencies

DRAWFIRST

DRAWBEFORE

# defining a full dynamic light attached to an Additionnal

INIT : LIGHT TOP 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0

INIT : LIGHT CENTER 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0

INIT : LIGHT BOTTOM 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0

INIT : LIGHT COORD (X Y Z) 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0

# parameters

LOWD,MEDIUMD,HIGHD : details of the shadow map

NO SHADOW : no shadows

PENUMBRA0,PENUMBRA1,PENUMBRA2,PENUMBRA3,PENUMBRA4,PENUMBRA5 : fall off

# defining a dynamic light attached to an Additionnal with only the owner object as shadowing

INIT : SELFLIGHT ...

# defining a spoty dynamic light attached to an Additionnal

INIT : (SELF)SPOTLIGHT TOP 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 LOWD PENUMBRA0

Orientation of the additionnal sets the shadow projection

# defining a spot mapping attached to an Additionnal

INIT : (SELF)SPOTMAP TOP 1.0 0.8 0.3 RANGE 12.0 ATT 0.042 NT %D SCALE %F RAD %F LOWD PENUMBRA0

Orientation of the additionnal sets the shadow projection