HardwareBufferRenderer.SetLightSourceGeometry Method
Definition
Important
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Sets the center of the light source.
[Android.Runtime.Register("setLightSourceGeometry", "(FFFF)V", "GetSetLightSourceGeometry_FFFFHandler", ApiSince=34)]
public virtual void SetLightSourceGeometry (float lightX, float lightY, float lightZ, float lightRadius);
[<Android.Runtime.Register("setLightSourceGeometry", "(FFFF)V", "GetSetLightSourceGeometry_FFFFHandler", ApiSince=34)>]
abstract member SetLightSourceGeometry : single * single * single * single -> unit
override this.SetLightSourceGeometry : single * single * single * single -> unit
Parameters
- lightX
- Single
The X position of the light source. If unsure, a reasonable default is 'displayWidth / 2f - windowLeft'.
- lightY
- Single
The Y position of the light source. If unsure, a reasonable default is '0 - windowTop'
- lightZ
- Single
The Z position of the light source. Must be >= 0. If unsure, a reasonable default is 600dp.
- lightRadius
- Single
The radius of the light source. Smaller radius will have sharper edges, larger radius will have softer shadows. If unsure, a reasonable default is 800 dp.
- Attributes
Remarks
Sets the center of the light source. The light source point controls the directionality and shape of shadows rendered by RenderNode Z & elevation.
The light source should be setup both as part of initial configuration, and whenever the window moves to ensure the light source stays anchored in display space instead of in window space.
This must be set at least once along with #setLightSourceAlpha(float, float)
before shadows will work.
Portions of this page are modifications based on work created and shared by the Android Open Source Project and used according to terms described in the Creative Commons 2.5 Attribution License.