| ScatteringSkyNodeBaseZenithColor Property |
Gets or sets the color at the zenith when there is no sunlight.
Namespace: DigitalRune.Graphics.SceneGraphAssembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax public Vector3F BaseZenithColor { get; set; }
Public Property BaseZenithColor As Vector3F
Get
Set
public:
property Vector3F BaseZenithColor {
Vector3F get ();
void set (Vector3F value);
}
member BaseZenithColor : Vector3F with get, set
Property Value
Type:
Vector3F
The color at the zenith when there is no sunlight.
The default value is (0, 0, 0).
Remarks BaseHorizonColor,
BaseZenithColor and
BaseColorShift create a color gradient in the sky which is added to the
result of the atmospheric scattering computations. These properties basically define the
color of the sky in sunless nights:
The sky at the horizon will have the
BaseHorizonColor. The zenith will
have the
BaseZenithColor. All other base sky colors are interpolated
between those two colors.
BaseColorShift determines where the sky color
is exactly the average of both colors. If
BaseColorShift is 0.5, the average
color of the gradient is in the middle of the top hemisphere. If this value is less than
0.5, then the average color is shifted down to the horizon. If this value is greater than
0.5, then the average color is shifted up to the zenith.
See Also