# `CauldronGPU.Sectors.Live.LightTable`
[🔗](https://github.com/jaman/cauldron/blob/v0.3.3/cauldron_gpu/lib/cauldron_gpu/sectors/live/light_table.ex#L2)

Sector light falling with distance, as an `CauldronGPU.Environment` `light_table`:
column `n` of 256 is light level `n` (as `CauldronGPU.Sectors.Live.Lightmap` writes
it), row `r` the distance `r / (rows - 1)` of the table's reach, and each texel the
share of a colour's display value left by the light table
`Cauldron2D.Sectors.Light.table/3` picks for that level and distance, as
`(maps - table) / maps`. It is meant for `light_space: :display`.

    {texture, reach} = CauldronGPU.Sectors.Live.LightTable.texture(1 / 32, [])

`scale` is metres per map unit; `reach` comes back in metres. `light` is the options
`Cauldron2D.Sectors.Light` takes (`:maps`, `:levels`, `:fade`). Options: `:rows`
(default 1024) and `:reach` in map units (default 2048).

# `texture`

```elixir
@spec texture(number(), keyword(), keyword()) :: {CauldronGPU.Texture.t(), float()}
```

The light table texture and its reach in metres.

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*Consult [api-reference.md](api-reference.md) for complete listing*
