Class TLight
Unit
a3dge.World3D
Declaration
type TLight = class(TEntity3D)
Description
Light description.
Hierarchy
Overview
Methods
Properties
Description
Methods
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procedure SetEnabled (const aValue: Boolean); override; |
Changes light state.
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CONSTRUCTOR Create (CONST aName: GLuint); VIRTUAL; reintroduce; |
Constructor.
Parameters
- aName
- a
GL_LIGHT* constant.
See also
- TLight.Name
- Light name.
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Properties
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property Name: GLuint READ fName WRITE fName; |
Light name.
Should be a GL_LIGHT* constant.
Note that it doesn't check if a light with same name exists. That means the last light applied is the one that's used.
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property Position4D: TVector4D read fPosition4D write SetPosition4D; |
Light position as a 4D vector.
This allows to define directional lights when V_W component is 0 but positional when it's 1 .
Note that TEntity3D.Position will return Position4D without the V_W component. Also assign Position will change Position4D too. So you can use either one or the other if you don't change the V_W component.
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property Ambient: TColorDescription READ fAmbient WRITE SetAmbient; |
Ambient RGBA intensity.
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property Diffuse: TColorDescription READ fDiffuse WRITE SetDiffuse; |
Diffuse RGBA intensity.
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property Specular: TColorDescription READ fSpecular WRITE SetSpecular; |
Specular RGBA intensity.
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