Instance Method


Calculates static lighting information for the mesh and saves it in the mesh as a vertex color attribute.


func generateLightMapVertexColorsWithLights(toConsider lightsToConsider: [MDLLight], objectsToConsider: [MDLObject], vertexAttributeNamed vertexAttributeName: String) -> Bool



An array of lights that should affect the mesh.


An array of other objects in the scene that should affect static lighting for the mesh.


The name of the vertex attribute for storing generated vertex color data.

Return Value

true if light map generation succeeded; otherwise false.


A light map contains, for each point on a surface, information about how light sources in a scene affect the shading of that surface. Because many of the lighting effects in a scene are static—that is, the positions of lights relative to the surfaces they illuminate do not change over time—you can achieve high-fidelity lighting effects with little render-time performance cost by using this method to precalculate (or “bake”) light information into a mesh. You can then use the resulting information in shading to produce a more realistic render.

This method saves light map data as per-vertex colors. Using vertex colors to modulate shading can result in similar results without the texture memory and vertex attribute overhead of a texture map, but the fidelity of this effect depends on the vertex complexity of the mesh. Vertex colors are saved in the vertex attribute specified in the vertexAttributeName parameter. If the mesh already contains that attribute, this method overwrites the contents of the corresponding vertex buffer. If the mesh does not contain that attribute, this method creates a new attribute and updates the mesh’s vertexDescriptor object accordingly.

See Also

Generating Light Map Data

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