From e330923fad5f2bdd8c5bc48069922b3635051fee Mon Sep 17 00:00:00 2001 From: Steven Date: Tue, 15 Nov 2022 21:42:17 +0000 Subject: [PATCH] Renamed point light to omni light (#447) * Renamed point light to omni light https://github.com/playcanvas/editor/issues/801 * Apply suggestions from code review * Updated point to omni Co-authored-by: Steven Yau --- content/en/tutorials/controlling-lights.md | 2 +- content/en/tutorials/light-cookies.md | 4 ++-- content/en/user-manual/faq.md | 2 +- .../en/user-manual/graphics/lighting/shadows.md | 2 +- content/en/user-manual/optimization/guidelines.md | 2 +- content/en/user-manual/packs/components/light.md | 14 +++++++------- content/en/user-manual/xr/optimizing-webxr.md | 4 ++-- faq/create_light.md | 2 +- 8 files changed, 16 insertions(+), 16 deletions(-) diff --git a/content/en/tutorials/controlling-lights.md b/content/en/tutorials/controlling-lights.md index 5d021bd60e..b2092de93f 100644 --- a/content/en/tutorials/controlling-lights.md +++ b/content/en/tutorials/controlling-lights.md @@ -47,7 +47,7 @@ These lines assign values to r, g and b variables based on a sin wave and then a ## General setup -We added a spot light (attached to a parent assembly of a basic torch model), a point light attached to a parent sphere model, in addition to the default directional light that is created for every new Scene. The controlling script was attached to the root entity. The sphere and torch were made children of a blank entity residing in the centre of the scene to enable easy rotation. The [full Editor scene and scripts can be accessed here][2] in the 'controllingLights' Scene. +We added a spot light (attached to a parent assembly of a basic torch model), an omni light attached to a parent sphere model, in addition to the default directional light that is created for every new Scene. The controlling script was attached to the root entity. The sphere and torch were made children of a blank entity residing in the centre of the scene to enable easy rotation. The [full Editor scene and scripts can be accessed here][2] in the 'controllingLights' Scene. The full code used for the above PlayCanvas app is as follows. diff --git a/content/en/tutorials/light-cookies.md b/content/en/tutorials/light-cookies.md index f878a260b4..d2f172acb8 100644 --- a/content/en/tutorials/light-cookies.md +++ b/content/en/tutorials/light-cookies.md @@ -9,7 +9,7 @@ thumb: https://s3-eu-west-1.amazonaws.com/images.playcanvas.com/projects/12/4097 Find out more by forking the [full project][1]. -In theatre it is common to create visual effects on stage by using shape masks to cast shadows across the scene. These masks are called "cucoloris" or "cookies". Creating a light cookie in WebGL using PlayCanvas is achieved using a texture or a cubemap that is applied to the Light Component. Light Cookies are applicable to spot lights and point lights. +In theatre it is common to create visual effects on stage by using shape masks to cast shadows across the scene. These masks are called "cucoloris" or "cookies". Creating a light cookie in WebGL using PlayCanvas is achieved using a texture or a cubemap that is applied to the Light Component. Light Cookies are applicable to spot lights and omni lights. ![Grid Cookie][2] **A simple grid cookie gives the impression of a window** @@ -22,7 +22,7 @@ A cookie texture is just a regular texture asset which is applied to a spot ligh ## Cookie Cubemap -For a point light the cookie needs to be a cubemap so that it can be projected in 6 directions around the point of the light. +For an omni light the cookie needs to be a cubemap so that it can be projected in 6 directions around the point of the light. ## Use Cases diff --git a/content/en/user-manual/faq.md b/content/en/user-manual/faq.md index 52136d343e..c405533daf 100644 --- a/content/en/user-manual/faq.md +++ b/content/en/user-manual/faq.md @@ -67,7 +67,7 @@ You can create a new Entity by clicking on the
  • Directional: a light casting in a uniform direction
  • Point: a light casting in all directional around a point
  • Spot: a light casting from the apex of a cone
  • | +| Type | Can be:
    • Directional: a light casting in a uniform direction
    • Omni: a light casting in all directional around an omni
    • Spot: a light casting from the apex of a cone
    | | Color | The color of the emitted light. | | Intensity | The intensity of the light, this acts as a scalar value for the light's color. This value can exceed 1. | -| Range | Point and Spot only. The distance from the spotlight source at which its contribution falls to zero. | -| Falloff Mode | Point and spot only. Controls the rate at which a light attenuates from its position. | +| Range | Omni and Spot only. The distance from the spotlight source at which its contribution falls to zero. | +| Falloff Mode | Omni and spot only. Controls the rate at which a light attenuates from its position. | | Cone Angle | Spot only. The inner and outer cone angles, measured from the spotlight's direction, at which light falls from its maximum to zero. | | Bake Lightmap | Enable lightmap baking from this light. | | Affect | Determines which types of objects are lit by this light. Can be any combination of dynamically lit or lightmapped objects. | @@ -38,8 +38,8 @@ The Light component can be enabled or disabled using the toggle in the top right | Distance | Directional lights only. The shadow distance is the maximum distance from the camera beyond which shadows that come from Directional Lights are no longer visible. Smaller values produce more detailed shadows. The closer the limit the less shadow data has to be mapped to, and represented by, any shadow map; shadow map pixels are mapped spatially and so the less distance the shadow map has to cover, the smaller the pixels and so the more resolution any shadow has. | | Shadow Type | The shadow mapping algorithm to use. The selection will affect the appearance and performance of the shadows. Can be:
    • Shadow Map: PCF (Percentage Closer Filtering) shadowmaps.
    • Variance Shadow Map (8bit): Low precision shadowmaps. VSM is generally softer than PCF shadows.
    • Variance Shadow Map (16bit): Medium precision shadowmaps. Uses twice as much VRAM as 8 bit VSM.
    • Variance Shadow Map (32bit): High precision shadowmaps. Uses twice as much VRAM as 16 bit VSM.
    | | Shadow Bias | Bias values enable the tuning of shadows in order to eliminate rendering artifacts, namely 'shadow acne' and 'peter-panning'. The two values are a shadow bias and a normal offset bias. | -| Cookie | Point and spot only. A texture asset to be projected from the light. | -| Cookie Intensity | Point and spot only. Defines the strength of the cookie texture. | +| Cookie | Omni and spot only. A texture asset to be projected from the light. | +| Cookie Intensity | Omni and spot only. Defines the strength of the cookie texture. | | Cookie Falloff | Spot only. Disable the spotlight falloff. | ## Scripting Interface diff --git a/content/en/user-manual/xr/optimizing-webxr.md b/content/en/user-manual/xr/optimizing-webxr.md index 42a6035f63..ffa4677462 100644 --- a/content/en/user-manual/xr/optimizing-webxr.md +++ b/content/en/user-manual/xr/optimizing-webxr.md @@ -10,7 +10,7 @@ A high and consistent framerate is critical for making an enjoyable XR experienc For AR experiences, framerates must be managed carefully as world, image and face tracking effects sometimes incur significant performance costs. This is in addition to the typically performance-constrained mobile hardware most users have access to. -For VR experiences, rendering is especially expensive due to the fact that the scene must be rendered once for each view (eye). While PlayCanvas is highly optimized to ensure VR rendering doesn't fully duplicate effort, stereo rendering remains more expensive than mono rendering. +For VR experiences, rendering is especially expensive due to the fact that the scene must be rendered once for each view (eye). While PlayCanvas is highly optimized to ensure VR rendering doesn't fully duplicate effort, stereo rendering remains more expensive than mono rendering. In addition, devices like the Oculus Rift and HTC Vive demand high frame rates, like 75Hz or 90Hz, further increasing the need for highly efficient rendering. Mobile VR, whilst not requiring high framerates, suffer from the lack of native support for distortion effects, incurring additional overhead on a JavaScript and WebGL layer. @@ -24,7 +24,7 @@ Read more about using [runtime lightmap generation][1]. ### Cautious use of real time shadows -For similar reasons to dynamic lights, dynamic shadows also have a per-frame runtime cost. Point lights, in particular, have to render the scene 6 times to generate shadows. You should avoid having many lights casting dynamic shadows. +For similar reasons to dynamic lights, dynamic shadows also have a per-frame runtime cost. Omni lights, in particular, have to render the scene 6 times to generate shadows. You should avoid having many lights casting dynamic shadows. ### Watch your fill rate and overdraw diff --git a/faq/create_light.md b/faq/create_light.md index 43b22b108c..7b5bd9931e 100644 --- a/faq/create_light.md +++ b/faq/create_light.md @@ -5,6 +5,6 @@ keywords: component, light, sun, shadows, directional, spot, point ## How do I create a light? -You can create a light by adding a **Light** component to an Entity. You can also right click on an Entity and select New Entity / Directional Light to create a new directional light and similarly for spot lights and point lights. +You can create a light by adding a **Light** component to an Entity. You can also right click on an Entity and select New Entity / Directional Light to create a new directional light and similarly for spot lights and omni lights. [Learn more](https://developer.playcanvas.com/en/user-manual/packs/components/light/) \ No newline at end of file