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Chapter 19. LightMapSection

The flora and sky configuration files have a light_map section, specifying the settings for how the respective element should have light applied to it.

For more details, see the document Client Programming Guide's section 3D Engine (Moo) Features Lighting.

The grammar for the LightMapSection is described below:

<light_map>

   <material>             file     <material>
   <width>                integer  <width>
   <height>               integer  <height>
   <timeToleranceInSecs>  integer  <timeToleranceInSecs>
  ?<textureFeedName>      string   <textureFeedName>
   <effectTextureName>    string   <effectTextureName>
   <effectTransformName>  string   <effectTransformName>
  
</light_map>

Grammar of LightMapSection in <flora>.xml and <sky>.xml

The list below describes the tags in LightMapSection:

  • effectTextureName

    Name of the automatic Effect variable that this light map's Texture property will be exposed to the effect files as.

  • effectTransformName

    Name of the automatic Effect variable that this light map's World to Texture Transform will be exposed to the effect files as.

  • height

    Height of the light map in pixels. This should usually have the same value as <width>.

  • material

    Effect material file that the engine will use to draw the light map.

  • textureFeedName

    Texture name. Light maps are registered as texture feeds, and this entry specifies the name of the texture feed.

  • timeToleranceSecs

    Delay in seconds of game time between light map updates.  Set this to 0 to update the light map for every frame.

  • width

    Width of the light map in pixels