light: update manual

This commit is contained in:
Eric Wasylishen 2017-06-27 16:00:56 -06:00
parent 6f07303504
commit 7631c736d6
1 changed files with 10 additions and 3 deletions

View File

@ -84,8 +84,6 @@ Write normals to lit file for debugging phong shading.
Write bounced lighting only to the lightmap for debugging / previewing -bounce.
.IP "\fB\-novisapprox\fP"
Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
.IP "\fB\-backend b\fP"
Choose a raytracing backend, currently available: embree, bsp.
.SH "MODEL ENTITY KEYS"
@ -236,11 +234,20 @@ If n is 1, this model will cast shadows on other models and itself
Quake dynamic lighting powers, so the shadows will not move if the model
moves. Set to -1 on func_detail/func_group to prevent them from casting shadows. Default 0.
.IP "\fB""_shadowself"" ""n""\fP"
.IP "\fB""_shadowself"" ""n""\fP | \fB""_selfshadow"" ""n""\fP"
If n is 1, this model will cast shadows on itself if one part of the model
blocks the light from another model surface. This can be a better compromise
for moving models than full shadowing. Default 0.
.IP "\fB""_shadowworldonly"" ""n""\fP"
If n is 1, this model will cast shadows on the world only (not other bmodels).
.IP "\fB""_switchableshadow"" ""n""\fP"
If n is 1, this model casts a shadow that can be switched on/off using QuakeC.
To make this work, a lightstyle is automatically assigned and stored in a key called "switchshadstyle",
which the QuakeC will need to read and call the "lightstyle()" builtin with "a" or "m" to switch the shadow on or off.
Entities sharing the same targetname, and with "_switchableshadow" set to 1, will share the same lightstyle.
.IP "\fB""_dirt"" ""n""\fP"
For brush models, -1 prevents dirtmapping on the brush model. Useful it the
bmodel touches or sticks into the world, and you want to those ares from