Class TCastleFog

Unit

Declaration

type TCastleFog = class(TCastleComponent)

Description

Control fog in 3D world.

Hierarchy

Overview

Fields

Public nested const DefaultColor: TCastleColorRGB = (X: 0.5; Y: 0.5; Z: 0.5);
Public nested const DefaultFogType = ftExponential;
Public nested const DefaultVisibilityRange = 100;

Methods

Public constructor Create(AOwner: TComponent); override;
Public destructor Destroy; override;
Public function PropertySections(const PropertyName: String): TPropertySections; override;

Properties

Public property Color: TCastleColorRGB read FColor write SetColor;
Published property FogType: TFogType read FFogType write SetFogType default DefaultFogType;
Published property VisibilityRange: Single read FVisibilityRange write SetVisibilityRange default DefaultVisibilityRange;
Published property ColorPersistent: TCastleColorRGBPersistent read FColorPersistent ;

Description

Fields

Public nested const DefaultColor: TCastleColorRGB = (X: 0.5; Y: 0.5; Z: 0.5);
 
Public nested const DefaultFogType = ftExponential;
 
Public nested const DefaultVisibilityRange = 100;
 

Methods

Public constructor Create(AOwner: TComponent); override;
 
Public destructor Destroy; override;
 
Public function PropertySections(const PropertyName: String): TPropertySections; override;
 

Properties

Public property Color: TCastleColorRGB read FColor write SetColor;

In the distance, the rendered color changes into this fog color. By default this is gray (RGB 0.5,0.5,0.5).

Published property FogType: TFogType read FFogType write SetFogType default DefaultFogType;

Type of fog determines how quickly is the Color applied. The default is a more realistic ftExponential.

Published property VisibilityRange: Single read FVisibilityRange write SetVisibilityRange default DefaultVisibilityRange;

The fog reaches maximum intensity, that is all colors are equal to Color, at this distance from the observer.

Published property ColorPersistent: TCastleColorRGBPersistent read FColorPersistent ;

Color that can be visually edited in Castle Game Engine Editor, Lazarus and Delphi. Normal user code does not need to deal with this, instead read or write Color directly.

See also
Color
In the distance, the rendered color changes into this fog color.

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