Created Defining custom lightings (markdown)

mikeprimm 2011-08-07 15:14:24 -07:00
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There are currently two type of lighting classes - the DefaultHDLighting class and the ShadowHDLighting class.
The DefaultHDLighting class does not modify the color data from the shader - yielding the equivalent of full daylight with no shadows - and has no configurable settings.
The ShadowHDLighting class supports several configuration settings, allowing control of ambient light levels, shadow strength, and the option of generating both night and day versions of tiles for a single map.
A typical lighting configuration is shown below:
lightings:
- class: org.dynmap.hdmap.ShadowHDLighting
name: my-custom-lighting
shadowstrength: 1.0
ambientlight: 4
night-and-day: true
The settings defined for the ShadowHDLighting class include the following:
- _name_ : unique name of the lighting. If a custom lighting in the **custom-lightings.txt** file matches a standard lighting definition's name, the standard lighting definition is replaced by the custom definition.
- _shadowstrength_ : this controls how strongly shadow data is applied when determining the brightness of shadowed areas. The default is **0.0** (shadow data is ignored), while normal shadows correspond to **1.0**. Values above 1.0 will result in artificially severe shadows, while less that 1.0 will result in softening of shadows.
- _ambientlight_ : this controls the relative amount of light coming from the sky. Full daylight corresponds to **15** (the default), while normal moon-lit night is **4**.
- _night-and-day_ : Enabling this setting (by setting the value to **true**) results in the generation of both night and day versions of each tile, and in the map view automatically switching between them, based on the time-of-day of the corresponding world. The difference between the 'night' tiles and the 'day' tiles is that the day tiles are rendered with _ambientlight_ set to 15, while the night tiles use the provided _ambientlight_ setting. The default value is **false**.