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Disable light mapping docs for now
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vkalpias committed Jan 21, 2016
1 parent a528b04 commit 706af20
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Showing 2 changed files with 12 additions and 6 deletions.
9 changes: 6 additions & 3 deletions src/framework/components/light/component.js
Original file line number Diff line number Diff line change
Expand Up @@ -60,11 +60,14 @@ pc.extend(pc, function () {
* Affects point and spot lights only. Defaults to pc.LIGHTFALLOFF_LINEAR.
* @property {Number} mask Defines a mask to determine which {@link pc.MeshInstance}s are
* lit by this light. Defaults to 1.
* @property {Boolean} dynamic If enabled the light will affect non-lightmapped objects
* @property {Boolean} baked If enabled the light will affect lightmapped objects
* @property {Boolean} lightMap If enabled the light will be rendered into lightMaps
* @extends pc.Component
*/


// TODO: enable this when lightmaps are public
// @property {Boolean} dynamic If enabled the light will affect non-lightmapped objects
// @property {Boolean} baked If enabled the light will affect lightmapped objects
// @property {Boolean} lightMap If enabled the light will be rendered into lightMaps
var LightComponent = function LightComponent(system, entity) {
this.on("set_type", this.onSetType, this);
this.on("set_color", this.onSetColor, this);
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9 changes: 6 additions & 3 deletions src/framework/components/model/component.js
Original file line number Diff line number Diff line change
Expand Up @@ -19,13 +19,16 @@ pc.extend(pc, function () {
* @property {pc.Asset} asset The asset for the model (only applies to models of type 'asset') - can also be an asset id.
* @property {Boolean} castShadows If true, this model will cast shadows for lights that have shadow casting enabled.
* @property {Boolean} receiveShadows If true, shadows will be cast on this model
* @property {Boolean} lightMapCast If true, this model will cast shadows when rendering lightMaps
* @property {Boolean} lightMapReceive If true, this model will be lightMapped
* @property {Boolean} lightMapSizeMultiplier LightMap resolution multiplier
* @property {Number} materialAsset The material {@link pc.Asset} that will be used to render the model (not used on models of type 'asset')
* @property {pc.Model} model The model that is added to the scene graph.
* @property {Object} mapping A dictionary that holds material overrides for each mesh instance. Only applies to model components of type 'asset'. The mapping contains pairs of mesh instance index - material asset id.
*/


// TODO: enable this when lightmaps are public
// @property {Boolean} lightMapCast If true, this model will cast shadows when rendering lightMaps
// @property {Boolean} lightMapReceive If true, this model will be lightMapped
// @property {Boolean} lightMapSizeMultiplier LightMap resolution multiplier
var ModelComponent = function ModelComponent (system, entity) {
this.on("set_type", this.onSetType, this);
this.on("set_asset", this.onSetAsset, this);
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