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);
}
/** @} */
}