pub fn power(&self) -> Spectrum {
        let p: Point2f = Point2f { x: 0.5, y: 0.5 };
        let world_radius: Float = *self.world_radius.read().unwrap();
        // TODO: SpectrumType::Illuminant
        self.lmap.lookup_pnt_flt(p, 0.5 as Float) * Spectrum::new(PI * world_radius * world_radius)
    }
/// Like directional lights, the total power from the infinite
/// area light is related to the surface area of the scene. Like
/// many other lights the power computed here is approximate.
Like directional lights, the total power from the infinite
area light is related to the surface area of the scene. Like
many other lights the power computed here is approximate.
Like directional lights the total power from the infinite area light is related to the surface area of the scene . Like many other lights the power computed here is approximate .
pub fn power(&self) -> Spectrum {
        let p: Point2f = Point2f { x: 0.5, y: 0.5 };
        let world_radius: Float = *self.world_radius.read().unwrap();
        // TODO: SpectrumType::Illuminant
        self.lmap.lookup_pnt_flt(p, 0.5 as Float) * Spectrum::new(PI * world_radius * world_radius)
    }
pub fn power ( & self ) -> Spectrum { let p : Point2f = Point2f { x : 0.5 , y : 0.5 } ; let world_radius : Float = * self . world_radius . read ( ) . unwrap ( ) ; // TODO: SpectrumType::Illuminant self . lmap . lookup_pnt_flt ( p , 0.5 as Float ) * Spectrum :: new ( PI * world_radius * world_radius ) }
Like directional lights, the total power from the infinite
area light is related to the surface area of the scene.
Like directional lights the total power from the infinite area light is related to the surface area of the scene .
&self