API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

T

typeLightingQuality

@codexo/exojs-lighting / lighting / stable

Which renderer shades the scene, as Lighting.quality reports it. A scene never names one: it constructs the system it wants - see ForwardLighting, LightmapLighting and RadianceLighting - and reads this back to say which one is running. - `forward` shades inside the sprite shader against a capacity-bounded light texture. One draw, no extra targets, and the only renderer that does normal mapping - but every lit fragment walks every light, so the count is capped. - `lightmap` accumulates the lights into a target of their own and multiplies the frame by it. No light cap, shadows from the registered occluder sources, and normals from a prepass over the registered surfaces rather than from a material. - `radiance` fills the same light field from a chain of radiance cascades instead: light propagates from the emitters rather than falling off around each light, so a lamp fills the room it stands in, thins with distance instead of ending at a radius, and casts penumbrae that widen the way a source with a size does. It needs a renderable float target, and does NOT make a scene look the way the other two renderers make it look.

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Import
import { LightingQuality } from '@codexo/exojs-lighting'

Which renderer shades the scene, as Lighting.quality reports it.

A scene never names one: it constructs the system it wants - see ForwardLighting, LightmapLighting and RadianceLighting - and reads this back to say which one is running.

- `forward` shades inside the sprite shader against a capacity-bounded light texture. One draw, no extra targets, and the only renderer that does normal mapping - but every lit fragment walks every light, so the count is capped. - `lightmap` accumulates the lights into a target of their own and multiplies the frame by it. No light cap, shadows from the registered occluder sources, and normals from a prepass over the registered surfaces rather than from a material. - `radiance` fills the same light field from a chain of radiance cascades instead: light propagates from the emitters rather than falling off around each light, so a lamp fills the room it stands in, thins with distance instead of ending at a radius, and casts penumbrae that widen the way a source with a size does. It needs a renderable float target, and does NOT make a scene look the way the other two renderers make it look.

Definition1
"forward" | "lightmap" | "radiance"
Source