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hub / github.com/TorqueGameEngines/Torque3D / _conformLights

Method _conformLights

Engine/source/T3D/pointLight.cpp:123–144  ·  view source on GitHub ↗

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121}
122
123void PointLight::_conformLights()
124{
125 mLight->setTransform( getRenderTransform() );
126
127 mLight->setRange( mRadius );
128
129 mLight->setColor( mColor );
130
131 mLight->setBrightness( mBrightness );
132 mLight->setCastShadows( mCastShadows );
133 mLight->setStaticRefreshFreq(mStaticRefreshFreq);
134 mLight->setDynamicRefreshFreq(mDynamicRefreshFreq);
135 mLight->setPriority( mPriority );
136
137 // Update the bounds and scale to fit our light.
138 mObjBox.minExtents.set( -1, -1, -1 );
139 mObjBox.maxExtents.set( 1, 1, 1 );
140 mObjScale.set( mRadius, mRadius, mRadius );
141
142 // Skip our transform... it just dirties mask bits.
143 Parent::setTransform( mObjToWorld );
144}
145
146U32 PointLight::packUpdate(NetConnection *conn, U32 mask, BitStream *stream )
147{

Callers

nothing calls this directly

Calls 9

setBrightnessMethod · 0.80
setCastShadowsMethod · 0.80
setStaticRefreshFreqMethod · 0.80
setDynamicRefreshFreqMethod · 0.80
setTransformMethod · 0.45
setRangeMethod · 0.45
setColorMethod · 0.45
setPriorityMethod · 0.45
setMethod · 0.45

Tested by

no test coverage detected