using System; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace BansheeEngine { /** @addtogroup Rendering * @{ */ /// Allows you to specify an environment map to use for sampling radiance of the sky. public partial class Skybox : Component { private Skybox(bool __dummy0) { } protected Skybox() { } /// /// Determines an environment map to use for sampling skybox radiance. Must be a cube-map texture, and should ideally /// contain HDR data. /// [ShowInInspector] public Texture Texture { get { return Internal_getTexture(mCachedPtr); } set { Internal_setTexture(mCachedPtr, value); } } /// /// Brightness multiplier that will be applied to skybox values before they're being used. Allows you to make the skybox /// more or less bright. Equal to one by default. /// [ShowInInspector] public float Brightness { get { return Internal_getBrightness(mCachedPtr); } set { Internal_setBrightness(mCachedPtr, value); } } [MethodImpl(MethodImplOptions.InternalCall)] private static extern Texture Internal_getTexture(IntPtr thisPtr); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setTexture(IntPtr thisPtr, Texture texture); [MethodImpl(MethodImplOptions.InternalCall)] private static extern void Internal_setBrightness(IntPtr thisPtr, float brightness); [MethodImpl(MethodImplOptions.InternalCall)] private static extern float Internal_getBrightness(IntPtr thisPtr); } /** @} */ }