forked from Mirrors/openclonk
91 lines
3.1 KiB
XML
91 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
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<!DOCTYPE funcs
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SYSTEM '../../../clonk.dtd'>
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<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
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<funcs>
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<func>
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<title>SetGamma</title>
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<category>Global</category>
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<version>5.1 OC</version>
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<syntax>
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<rtype>bool</rtype>
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<params>
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<param>
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<type>int</type>
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<name>color1</name>
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<desc>Adjusting darker colors. Default <funclink>RGB</funclink>(0,0,0) for no adjustment.</desc>
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</param>
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<param>
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<type>int</type>
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<name>color2</name>
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<desc>Adjusting medium colors. Default <funclink>RGB</funclink>(128,128,128) for no adjustment.</desc>
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</param>
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<param>
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<type>int</type>
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<name>color3</name>
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<desc>Adjusting brighter colors. Default <funclink>RGB</funclink>(255,255,255) for no adjustment.</desc>
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</param>
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<param>
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<type>int</type>
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<name>ramp_index</name>
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<desc>0-7: index of the gamma ramp to be changed. There are eight gamma ramps which are applied subsequently. In this way, e.g. global time-of-day objects can modify the global lighting situation without conflicting with secondary lighting effects such as a lightning flash.</desc>
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</param>
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</params>
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</syntax>
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<desc>Sets a gamma ramp. Using gamma ramps, the global light situation of the game can be adjusted by assigning an individual data table to each color channel from which a new brightness value is read. By doing this you can strengthen chosen color ranges, darken or lighten the complete game or even invert light and darkness.</desc>
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<remark>
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The eight gamma ramps have the following effects:<br/><br/>
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<table>
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<rowh>
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<col>ramp_index</col>
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<col>Function</col>
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</rowh>
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<row>
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<col>0</col>
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<col>Scenario global value</col>
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</row>
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<row>
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<col>1</col>
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<col>Climate/Seasons (will be used internally if activated in the scenario)</col>
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</row>
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<row>
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<col>2</col>
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<col>free</col>
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</row>
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<row>
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<col>3</col>
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<col>Day/Night</col>
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</row>
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<row>
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<col>4</col>
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<col>free</col>
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</row>
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<row>
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<col>5</col>
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<col>Lightning</col>
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</row>
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<row>
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<col>6</col>
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<col>Magic Effects</col>
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</row>
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<row>
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<col>7</col>
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<col>free</col>
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</row>
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</table>
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<br/> Generally, lower ramp indices mean longer color changes; higher indices mean shorter effects.
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</remark>
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<examples>
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<example>
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<code>SetGamma(<funclink>RGB</funclink>(50,0,0), <funclink>RGB</funclink>(140,100,100), <funclink>RGB</funclink>(255,220,220));</code>
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<text>Adds a light red hue to the game.</text>
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</example>
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</examples>
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<related>
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<funclink>ResetGamma</funclink>
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<funclink>RGB</funclink>
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</related>
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</func>
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<author>Sven2</author><date>2002-04</date>
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</funcs>
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