mirror of
https://github.com/ZDoom/gzdoom.git
synced 2025-02-22 03:51:11 +00:00
Re-add corona docs that was meant to be part of the original pull request that didn't make it into GZDoom
This commit is contained in:
parent
447f825831
commit
356391b1d7
1 changed files with 29 additions and 0 deletions
|
@ -1,3 +1,32 @@
|
|||
/******************************************************************************
|
||||
*
|
||||
* Light coronas! (like in a certain un-real game...)
|
||||
*
|
||||
* HOW TO USE:
|
||||
*
|
||||
* Make a new actor inheriting from Corona, then create a Spawn state. Place
|
||||
* the actor in the map like you normally would any other decoration. The game
|
||||
* will draw the Spawn state's sprite in screen space.
|
||||
*
|
||||
* The corona will be drawn with the actor's render style and alpha. It
|
||||
* defaults to the "Add" RenderStyle, but feel free to change to whatever
|
||||
* you want.
|
||||
*
|
||||
* The actor's scale can also be used to influence the size of the corona
|
||||
* on screen.
|
||||
*
|
||||
* The RenderRadius property can be used to set the maximum distance a corona
|
||||
* will be visible before it completely fades out. This also helps improve
|
||||
* performance - any coronas beyond the RenderRadius will not be processed
|
||||
* by the engine.
|
||||
*
|
||||
* Currently, solid geometry and other solid actors will occlude the coronas.
|
||||
* Textures with transparent pixels do not. Also, coronas don't work across
|
||||
* portals (that includes skyboxes and mirrors). Calling for help - anyone
|
||||
* who'd like to help implement portal support, please send a pull request. :)
|
||||
*
|
||||
*****************************************************************************/
|
||||
|
||||
class Corona : Actor native
|
||||
{
|
||||
Default
|
||||
|
|
Loading…
Reference in a new issue