libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <PARTS_DRAW_PARAM_ST.hpp>
Public Attributes | |
float | lv01_BorderDist { 5.f } |
LOD level 0-1 boundary distance [m]. | |
float | lv01_PlayDist { 1.f } |
LOD level 0-1 play distance [m]. | |
float | lv12_BorderDist { 20.f } |
LOD level 1-2 boundary distance [m]. | |
float | lv12_PlayDist { 2.f } |
LOD level 1-2 play distance [m]. | |
float | lv23_BorderDist { 30.f } |
LOD level 2-3 Boundary distance [m]. | |
float | lv23_PlayDist { 0.f } |
LOD level 2-3 play distance [m]. | |
float | lv34_BorderDist { 9999.f } |
LOD level 3-4 Boundary distance [m]. | |
float | lv34_PlayDist { 0.f } |
LOD level 3-4 play distance [m]. | |
float | lv45_BorderDist { 9999.f } |
LOD level 4-5 Boundary distance [m]. | |
float | lv45_PlayDist { 0.f } |
LOD level 4-5 play distance [m]. | |
float | tex_lv01_BorderDist { 30.f } |
Texture LOD Level 0-1 Boundary distance [m]. | |
float | tex_lv01_PlayDist { 1.f } |
Texture LOD Level 0-1 Play distance [m]. | |
unsigned int | enableCrossFade: 1 { 0 } |
Crossfade enabled. | |
float | drawDist { 9999.f } |
Drawing distance [m]. | |
float | drawFadeRange { 0.f } |
Fade range [m]. | |
float | shadowDrawDist { 9999.f } |
Shadow drawing distance [m]. | |
float | shadowFadeRange { 0.f } |
Shadow fade range [m]. | |
float | motionBlur_BorderDist { 20.f } |
Motion blur drawing boundary distance [m]. | |
bool | isPointLightShadowSrc { false } |
Cast the shadow of a point light source. | |
bool | isDirLightShadowSrc { false } |
Cast the shadow of a parallel light source. | |
bool | isShadowDst { false } |
Receive a shadow. | |
bool | isShadowOnly { false } |
Shadow drawing only. | |
signed char | drawByReflectCam { 0 } |
Reflected. | |
signed char | drawOnlyReflectCam { 0 } |
Reflection drawing only. | |
signed char | IncludeLodMapLv { -1 } |
What level of LodMap to include. | |
bool | isNoFarClipDraw { false } |
Don't FarClip. | |
unsigned char | lodType { 0 } |
LOD type. | |
signed char | shadowDrawLodOffset { 0 } |
Shadow drawing LOD level offset. | |
bool | isTraceCameraXZ { false } |
Follow the camera on the XZ plane. | |
bool | isSkydomeDrawPhase { false } |
Switch to the celestial sphere drawing phase. | |
float | DistantViewModel_BorderDist { 30.f } |
Distance switching distance [m]. | |
float | DistantViewModel_PlayDist { 5.f } |
Distant view switching play distance [m]. | |
float | LimtedActivate_BorderDist_forGrid { -1.f } |
Construction limit distance for open [m]. | |
float | LimtedActivate_PlayDist_forGrid { 10.f } |
Construction limit play distance for open [m]. | |
float | zSortOffsetForNoFarClipDraw { 0.f } |
Z sort offset. | |
float | shadowDrawAlphaTestDist { 9999.f } |
Shadow drawing alpha test effective distance [m]. | |
unsigned char | fowardDrawEnvmapBlendType { 0 } |
Forward Drawing environment map Blend type. | |
unsigned char | LBDrawDistScaleParamID { 0 } |
Drawing distance scale parameter ID. | |
unsigned char | resereve [34] |
reserve | |
This struct was automatically generated from XML paramdefs.
Drawing distance [m].
Maximum drawing distance. In the open, it will be used for the activation distance
Fade range [m].
Fade distance from the maximum drawing distance to the actual disappearance
Crossfade enabled.
Is crossfade enabled (0: disabled, 1: enabled)?
Don't FarClip.
Disable fur clips and always draw at the innermost depth of the clip space. Mainly for celestial sphere
Switch to the celestial sphere drawing phase.
Set the drawing phase to the celestial sphere (GR SEQ09242)
Follow the camera on the XZ plane.
Follow the camera on the XZ plane (GR SEQ09242)
Drawing distance scale parameter ID.
Load balancer drawing distance scale parameter ID
Construction limit distance for open [m].
Construction limit distance for open [m]. If the distance to the camera is less than this distance in the open, it will not be built. This is a function for distant view assets. -1: Function disabled (default)
Construction limit play distance for open [m].
Open construction limit play distance [m]
LOD type.
Type and size of LOD target
LOD level 0-1 boundary distance [m].
Switching center
LOD level 0-1 play distance [m].
± play at the center of the boundary
LOD level 1-2 boundary distance [m].
Switching center
LOD level 1-2 play distance [m].
± play at the center of the boundary
LOD level 2-3 Boundary distance [m].
Switching center
LOD level 2-3 play distance [m].
± play at the center of the boundary
LOD level 3-4 Boundary distance [m].
Switching center
LOD level 3-4 play distance [m].
± play at the center of the boundary
LOD level 4-5 Boundary distance [m].
Switching center
LOD level 4-5 play distance [m].
± play at the center of the boundary
Motion blur drawing boundary distance [m].
Distance at which motion blur is enabled
Shadow drawing alpha test effective distance [m].
Distance to perform alpha test when drawing shadow [m]
Shadow drawing distance [m].
Maximum shadow drawing distance
Shadow drawing LOD level offset.
LOD level offset value when drawing shadows
Shadow fade range [m].
Fade distance from the maximum shadow drawing distance to the actual disappearance
Texture LOD Level 0-1 Boundary distance [m].
Texture switching center (Texure LOD disabled at 0)
Texture LOD Level 0-1 Play distance [m].
Texture Play around the boundary
Z sort offset.
If the distance from the camera is the same in the same drawing phase, the smaller translucent system is drawn in the foreground, and the opaque system is drawn in the larger value. The base point of the offset is the origin in the celestial sphere drawing phase. Other than that, it is mainly Model AABB. (GR SEQ09242)