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Add brief documentation section on physical light values.

Lasse Öörni 9 年之前
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      Docs/Reference.dox

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Docs/Reference.dox

@@ -1595,6 +1595,8 @@ A specular intensity of 0 disables specular calculations from a per-pixel light,
 
 
 Negative (subtractive) lights can be achieved by setting either the color components or the brightness multiplier to a negative value. These can be used to locally reduce the ambient light level, for example to create a dark cave. Negative per-pixel lights will not work in light pre-pass rendering mode, as it uses a light accumulation buffer with a black initial value, so there is nothing to subtract from.
 Negative (subtractive) lights can be achieved by setting either the color components or the brightness multiplier to a negative value. These can be used to locally reduce the ambient light level, for example to create a dark cave. Negative per-pixel lights will not work in light pre-pass rendering mode, as it uses a light accumulation buffer with a black initial value, so there is nothing to subtract from.
 
 
+Lights can alternatively enable the use of physical values, in which case the brightness multiplier is specified in lumens, and a light temperature value in Kelvin becomes available to also modulate the color (typically the color value itself would be left white in this case.) See \ref Light::SetUsePhysicalValues "SetUsePhysicalValues()" and \ref Light::SetTemperature "SetTemperature()".
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 \section Lights_LightCulling Light culling
 \section Lights_LightCulling Light culling
 
 
 When occlusion is used, a light will automatically be culled if its bounding box is fully behind an occluder. However, directional lights have an infinite bounding box, and can not be culled this way.
 When occlusion is used, a light will automatically be culled if its bounding box is fully behind an occluder. However, directional lights have an infinite bounding box, and can not be culled this way.