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RtLtMapLightingSession Struct Reference
[RtLtMap]

Collaboration diagram for RtLtMapLightingSession:
Collaboration graph

Data Fields

RpWorld world
RwCamera camera
RpWorldSector **  sectorList
RwInt32  numSectors
RpAtomic **  atomicList
RwInt32  numAtomics
RwUInt32  startSample
RwUInt32  numSamples
RwUInt32  totalSamples
RwImage lightMapImg
RwTexture lightMap
rpLtMapSampleMap *  sampleMap
RwUInt32  superSample
RtLtMapIlluminateSampleCallBack  sampleCallBack
RtLtMapIlluminateVisCallBack  visCallBack
RtLtMapIlluminateProgressCallBack  progressCallBack

Detailed Description

The RtLtMapLightingSession structure holds information to be passed to RtLtMapIlluminate. It is used to parameterize the lighting process.

The RtLtMapLightingSession structure encapsulates a set of objects and keeps track of the proportion of samples, within that set, that have already been lit by calls to RtLtMapIlluminate. Each call performs lighting for one 'slice' of the whole 'session'. If the camera member is non-NULL, it is important that the camera is not moved between lighting slices.

The RtLtMapLightingSession is also passed to RtLtMapLightMapsCreate, RtLtMapLightMapsClear, RtLtMapLightMapsDestroy and RtLtMapAreaLightGroupCreate, though not all of the session structure's member will be used in each of these cases.

See also:
RtLtMapIlluminate , RtLtMapLightMapsCreate , RtLtMapLightMapsClear , RtLtMapLightMapsDestroy , RtLtMapAreaLightGroupCreate

Field Documentation

RpAtomic** atomicList
 

An optional array of RpAtomic pointers, specifying which atomics to light. If this is NULL then all atomics in the world (or those inside the optional camera's frustum) will be lit.

RwCamera* camera
 

An optional pointer to a camera. The camera's frustum may be used to cull objects and/or triangles from the set of those to be processed.

RwTexture* lightMap
 

Internal use only.

RwImage* lightMapImg
 

Internal use only.

RwInt32 numAtomics
 

The length of the atomicList array. If this is set to '-1' then none of the atomics in the world will be lit.

RwUInt32 numSamples
 

This specifies how many lightmap samples should be lit. If it is left zero then all samples in the current set of objects will be lit. Note that partial lighting is quantized to be per-polygon (for lightmapped objects). numSamples will always be rounded up, not down.

RwInt32 numSectors
 

The length of the sectorList array. If this is set to '-1' then none of the sectors in the world will be lit.

RtLtMapIlluminateProgressCallBack progressCallBack
 

A RtLtMapIlluminateProgressCallBack to use during lighting. If this is left NULL, no progress callback will be used.

RtLtMapIlluminateSampleCallBack sampleCallBack
 

A RtLtMapIlluminateSampleCallBack to use during lighting. If this is left NULL, the default callback will be used.

rpLtMapSampleMap* sampleMap
 

Internal use only.

RpWorldSector** sectorList
 

An optional array of RpWorldSector pointers, specifying which sectors in the world to light. If this is NULL, then all sectors in the world (or those inside the optional camera's frustum) will be lit.

RwUInt32 startSample
 

Lighting for the current 'slice' should begin with this sample. It is the user's responsibility to increment this value after each slice. Note that partial lighting is quantized to be per-polygon (for lightmapped objects). startSample will always be rounded down, not up.

RwUInt32 superSample
 

This specifies the supersampling value for this current lighting session.

RwUInt32 totalSamples
 

This specifies how many lightmap samples will be lit in total for the world specified (this is filled in by RtLtMapIlluminate, not the calling function).

RtLtMapIlluminateVisCallBack visCallBack
 

A RtLtMapIlluminateVisCallBack to use during lighting. If this is left NULL, the default callback will be used.

RpWorld* world
 

This world is that in which collisions are performed during illumination (for the purposes of lighting visibility determination)


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