Added documentation explaining the difference between lumens and luxes (#11551)
# Objective - Fix https://github.com/bevyengine/bevy/issues/9809 ## Solution - Describe the difference between lumens and luxes, and why some lightsources use one and some the other.
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@ -41,7 +41,7 @@ use crate::*;
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#[reflect(Component, Default)]
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#[reflect(Component, Default)]
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pub struct PointLight {
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pub struct PointLight {
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pub color: Color,
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pub color: Color,
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/// Luminous power in lumens
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/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
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pub intensity: f32,
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pub intensity: f32,
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pub range: f32,
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pub range: f32,
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pub radius: f32,
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pub radius: f32,
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@ -92,7 +92,7 @@ impl Default for PointLightShadowMap {
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#[reflect(Component, Default)]
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#[reflect(Component, Default)]
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pub struct SpotLight {
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pub struct SpotLight {
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pub color: Color,
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pub color: Color,
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/// Luminous power in lumens
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/// Luminous power in lumens, representing the amount of light emitted by this source in all directions.
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pub intensity: f32,
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pub intensity: f32,
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pub range: f32,
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pub range: f32,
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pub radius: f32,
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pub radius: f32,
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@ -188,7 +188,12 @@ impl Default for SpotLight {
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#[reflect(Component, Default)]
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#[reflect(Component, Default)]
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pub struct DirectionalLight {
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pub struct DirectionalLight {
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pub color: Color,
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pub color: Color,
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/// Illuminance in lux
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/// Illuminance in lux (lumens per square meter), representing the amount of
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/// light projected onto surfaces by this light source. Lux is used here
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/// instead of lumens because a directional light illuminates all surfaces
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/// more-or-less the same way (depending on the angle of incidence). Lumens
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/// can only be specified for light sources which emit light from a specific
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/// area.
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pub illuminance: f32,
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pub illuminance: f32,
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pub shadows_enabled: bool,
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pub shadows_enabled: bool,
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pub shadow_depth_bias: f32,
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pub shadow_depth_bias: f32,
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