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Lua API: Document shader dependencies of set_lighting() (#13079)
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@ -7468,8 +7468,10 @@ child will follow movement and rotation of that bone.
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* `saturation` sets the saturation (vividness).
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* `saturation` sets the saturation (vividness).
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values > 1 increase the saturation
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values > 1 increase the saturation
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values in [0,1) decrease the saturation
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values in [0,1) decrease the saturation
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* This value has no effect on clients who have the "Tone Mapping" shader disabled.
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* `shadows` is a table that controls ambient shadows
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* `shadows` is a table that controls ambient shadows
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* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
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* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
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* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
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* `get_lighting()`: returns the current state of lighting for the player.
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* `get_lighting()`: returns the current state of lighting for the player.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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* `respawn()`: Respawns the player using the same mechanism as the death screen,
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* `respawn()`: Respawns the player using the same mechanism as the death screen,
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@ -2294,10 +2294,10 @@ int ObjectRef::l_set_lighting(lua_State *L)
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Lighting lighting = player->getLighting();
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Lighting lighting = player->getLighting();
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lua_getfield(L, 2, "shadows");
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lua_getfield(L, 2, "shadows");
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if (lua_istable(L, -1)) {
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if (lua_istable(L, -1)) {
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lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity);
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getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
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}
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}
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lighting.saturation = getfloatfield_default(L, 2, "saturation", lighting.saturation);
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lua_pop(L, 1); // shadows
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lua_pop(L, -1);
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getfloatfield(L, -1, "saturation", lighting.saturation);
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getServer(L)->setLighting(player, lighting);
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getServer(L)->setLighting(player, lighting);
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return 0;
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return 0;
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