Sets global quad rays intensity (brightness multiplier, affects all quad ray sources).
Takes intensity (brightness multiplier, default 1.0).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
intensityDouble
Returns
Void
Quick Summary
Sets global quad rays intensity (brightness multiplier, affects all quad ray sources).
Takes intensity (brightness multiplier, default 1.0).
Returns nothing.
Technical Exegesis...
Sets global quad rays intensity (brightness multiplier, affects all quad ray sources). Takes intensity (brightness multiplier, default 1.0). Returns nothing. Sets g_quadRaysSettings.intensity (global intensity parameter, applied in post-processing shader). Use to control overall brightness (brighter rays for dramatic effect, dimmer rays for subtle atmosphere), adjust for scene lighting (match ray intensity to environment brightness), or fade effect in/out (animate intensity 0-1 for smooth transitions).
Sets global quad rays intensity (brightness multiplier, affects all quad ray sources). Takes intensity (brightness multiplier, default 1.0). Returns nothing. Sets g_quadRaysSettings.intensity (global intensity parameter, applied in post-processing shader). Use to control overall brightness (brighter rays for dramatic effect, dimmer rays for subtle atmosphere), adjust for scene lighting (match ray intensity to environment brightness), or fade effect in/out (animate intensity 0-1 for smooth transitions). Intensity multiplier: 0.0 = no rays (completely dark, invisible effect), 1.0 = default brightness (balanced visibility), 2.0+ = very bright rays (glowing effect, overexposed), negative values undefined (use 0.0 for off, not negative). Applied globally: affects all quad ray sources equally (all meshes and billboards use same intensity), combine with per-entity fade distance (b3dSetQuadRayFadeDistance allows individual source fading), combine with radiance (b3dSetQuadRayRadianceDistance screen brightening independent of intensity). Use cases: (1) Time of day (sunrise intensity 0.5, noon 1.5, sunset 2.0, night 0.0), (2) Weather effects (sunny 1.5, cloudy 0.7, foggy 0.3), (3) Fade in effect (animate 0.0 to 1.0 over time when enabling quad rays), (4) Dramatic lighting (spotlight intensity 2.5 for stage performance scene), (5) Performance scaling (reduce intensity 0.5 on low-end hardware, less visible but cheaper). Common patterns: fade in = For i = 0 To 1.0 Step 0.01: b3dSetQuadRaysIntensity(i): wait_frame() animate smooth appearance; weather = If sunny Then intensity 1.5 Else intensity 0.5 adjust for conditions. Typical values: subtle 0.3-0.7 (barely visible, atmospheric), normal 0.8-1.2 (balanced visibility), dramatic 1.5-2.5 (very visible, glowing effect), extreme 3.0+ (overexposed, special effects). Immediate effect (applies next frame), no validation (accepts any value, negative treated as very dark), thread-safe (set from main thread).