Packageflare.materials.filters
Classpublic class LightFilter
InheritanceLightFilter Inheritance FLSLFilter Inheritance FLSLScope Inheritance FLSL Inheritance Object



Public Properties
 PropertyDefined By
  ambientColor : Vector3D
LightFilter
 InheritedblendMode : String
The blend mode used to blend between the fragment shaders.
FLSLFilter
 InheritedbyteCode : ByteArray
Sets or gets the flsl byteCode associated with the filter.
FLSLFilter
  cubeMap : Texture3D
LightFilter
  defaultLight : Light3D
Sets and returns the default light.
LightFilter
  list : Vector.<Light3D>
LightFilter
  maxDirectionalLights : int
LightFilter
  maxPointLights : int
LightFilter
 Inheritedname : String
The name of the flsl object.
FLSL
 Inheritedparams : Dictionary
Contains a collection of flsl public declarations.
FLSLScope
 Inheritedpasses : int
[read-only] Returns the number of passes required by the filter.
FLSLFilter
  scene : Scene3D
LightFilter
 Inheritedsemantic : String
The semantic which the object is associated.
FLSL
 InheritedtechniqueName : String
The name of the thecnique to use.
FLSLFilter
  texture : Texture3D
[read-only]
LightFilter
Public Methods
 MethodDefined By
  
LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1)
LightFilter
 Inherited
bind(byteCode:ByteArray):void
Bind the compiled flsl code to be executed by the scope.
FLSLScope
 Inherited
build():void
This forces to all materials containing this filter to be recompiled.
FLSLFilter
 Inherited
call(ns:String, params:Array = null):uint
Call to a function stored in the scope.
FLSLScope
 Inherited
Retirms all technique names available in the scope.
FLSLScope
  
process(scope:FLSLShader):void
[override]
LightFilter
  
update():void
LightFilter
Public Constants
 ConstantDefined By
  LINEAR : String = linear
[static]
LightFilter
  NO_LIGHTS : String = noLights
[static]
LightFilter
  PER_VERTEX : String = perVertex
[static]
LightFilter
  SAMPLED : String = sampled
[static]
LightFilter
Property Detail
ambientColorproperty
public var ambientColor:Vector3D

cubeMapproperty 
cubeMap:Texture3D


Implementation
    public function get cubeMap():Texture3D
    public function set cubeMap(value:Texture3D):void
defaultLightproperty 
public var defaultLight:Light3D

Sets and returns the default light. This light will always be at the same position and orientation as the current camera. You can set to any light type and properties. If you do not want to use the default light, set it to null.

listproperty 
public var list:Vector.<Light3D>

maxDirectionalLightsproperty 
maxDirectionalLights:int


Implementation
    public function get maxDirectionalLights():int
    public function set maxDirectionalLights(value:int):void
maxPointLightsproperty 
maxPointLights:int


Implementation
    public function get maxPointLights():int
    public function set maxPointLights(value:int):void
sceneproperty 
public var scene:Scene3D

textureproperty 
texture:Texture3D  [read-only]


Implementation
    public function get texture():Texture3D
Constructor Detail
LightFilter()Constructor
public function LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1)



Parameters
techniqueName:String (default = NaN)
 
maxPointLights:int (default = 0)
 
maxDirectionalLights:int (default = 1)
Method Detail
process()method
override public function process(scope:FLSLShader):void

Parameters

scope:FLSLShader

update()method 
public function update():void

Constant Detail
LINEARConstant
public static const LINEAR:String = linear

NO_LIGHTSConstant 
public static const NO_LIGHTS:String = noLights

PER_VERTEXConstant 
public static const PER_VERTEX:String = perVertex

SAMPLEDConstant 
public static const SAMPLED:String = sampled