void SetImageBasedLightScaleFactor(float iblScaleFactor);
/**
- * @brief Adds new Light.
- *
- * @param[in] light Newly added light.
- * @param[in] lightIndex index of this light.
- */
- void AddLight(Scene3D::Light light, uint32_t lightIndex);
-
- /**
- * @brief Removes new Light.
- *
- * @param[in] lightIndex index of light that will be removed.
- */
- void RemoveLight(uint32_t lightIndex);
-
- /**
* @brief Updates shaders by using current material
*
* @param[in] shaderManager Shader manager to create shader.
Dali::Texture mDiffuseTexture;
float mIblScaleFactor{1.0f};
uint32_t mSpecularMipmapLevels{1u};
-
- // Light
- std::vector<Scene3D::Light> mLights;
/// @endcond
};