共用方式為


MDLMesh.GenerateLightMapTexture 方法

定義

多載

GenerateLightMapTexture(Vector2i, MDLLight[], MDLObject[], String, String)
GenerateLightMapTexture(Single, MDLLight[], MDLObject[], String, String)

產生地圖,代表由指定之物件遮住之指定光線陰影的計算結果。

GenerateLightMapTexture(Vector2i, MDLLight[], MDLObject[], String, String)

[Foundation.Export("generateLightMapTextureWithTextureSize:lightsToConsider:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")]
public virtual bool GenerateLightMapTexture (OpenTK.Vector2i textureSize, ModelIO.MDLLight[] lightsToConsider, ModelIO.MDLObject[] objectsToConsider, string vertexAttributeName, string materialPropertyName);
abstract member GenerateLightMapTexture : OpenTK.Vector2i * ModelIO.MDLLight[] * ModelIO.MDLObject[] * string * string -> bool
override this.GenerateLightMapTexture : OpenTK.Vector2i * ModelIO.MDLLight[] * ModelIO.MDLObject[] * string * string -> bool

參數

textureSize
Vector2i
lightsToConsider
MDLLight[]
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

傳回

屬性

適用於

GenerateLightMapTexture(Single, MDLLight[], MDLObject[], String, String)

產生地圖,代表由指定之物件遮住之指定光線陰影的計算結果。

[Foundation.Export("generateLightMapTextureWithQuality:lightsToConsider:objectsToConsider:vertexAttributeNamed:materialPropertyNamed:")]
public virtual bool GenerateLightMapTexture (float bakeQuality, ModelIO.MDLLight[] lightsToConsider, ModelIO.MDLObject[] objectsToConsider, string vertexAttributeName, string materialPropertyName);
abstract member GenerateLightMapTexture : single * ModelIO.MDLLight[] * ModelIO.MDLObject[] * string * string -> bool
override this.GenerateLightMapTexture : single * ModelIO.MDLLight[] * ModelIO.MDLObject[] * string * string -> bool

參數

bakeQuality
Single
lightsToConsider
MDLLight[]
objectsToConsider
MDLObject[]
vertexAttributeName
String
materialPropertyName
String

傳回

屬性

適用於