Noselfshadows: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
(New page: The best way to explain the noselfshadows keyword is an example: 250px 250px The lion in the screenshots has '''noselfshadow''' def...)
 
No edit summary
Line 5: Line 5:
The lion in the screenshots has '''noselfshadow''' defined in his material. This means, that
The lion in the screenshots has '''noselfshadow''' defined in his material. This means, that
# other surfaces '''without''' noselfshadows can cast shadows on the lion (e.g. the pillar can cast on lion).
# other surfaces '''without''' noselfshadows can cast shadows on the lion (e.g. the pillar can cast on lion).
# the lion cannot cast shadows on other surfaces '''with''' noselfshadows. This trivially includes the lion itself.
# the lion cannot cast shadows on other surfaces '''with''' noselfshadows. This trivially includes the lion itself and the other lion in the right screen.
# the lion can cast shadows on other materials '''without''' noselfshadows (e.g. the pillar in the background).
# the lion can cast shadows on other materials '''without''' noselfshadows (e.g. the pillar in the background).



Revision as of 17:42, 4 November 2007

The best way to explain the noselfshadows keyword is an example:

Noselfshadow.jpg Noselfshadow2.jpg

The lion in the screenshots has noselfshadow defined in his material. This means, that

  1. other surfaces without noselfshadows can cast shadows on the lion (e.g. the pillar can cast on lion).
  2. the lion cannot cast shadows on other surfaces with noselfshadows. This trivially includes the lion itself and the other lion in the right screen.
  3. the lion can cast shadows on other materials without noselfshadows (e.g. the pillar in the background).

In other words, noselfshadow inhibits casting shadows if

originMaterial.noSelfShadows == true && targetMaterial.noSelfShadows == true