light: update manual
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man/light.1
13
man/light.1
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@ -84,8 +84,6 @@ Write normals to lit file for debugging phong shading.
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Write bounced lighting only to the lightmap for debugging / previewing -bounce.
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.IP "\fB\-novisapprox\fP"
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Disable approximate visibility culling of lights, which has a small chance of introducing artifacts where lights cut off too soon.
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.IP "\fB\-backend b\fP"
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Choose a raytracing backend, currently available: embree, bsp.
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.SH "MODEL ENTITY KEYS"
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@ -236,11 +234,20 @@ If n is 1, this model will cast shadows on other models and itself
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Quake dynamic lighting powers, so the shadows will not move if the model
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moves. Set to -1 on func_detail/func_group to prevent them from casting shadows. Default 0.
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.IP "\fB""_shadowself"" ""n""\fP"
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.IP "\fB""_shadowself"" ""n""\fP | \fB""_selfshadow"" ""n""\fP"
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If n is 1, this model will cast shadows on itself if one part of the model
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blocks the light from another model surface. This can be a better compromise
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for moving models than full shadowing. Default 0.
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.IP "\fB""_shadowworldonly"" ""n""\fP"
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If n is 1, this model will cast shadows on the world only (not other bmodels).
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.IP "\fB""_switchableshadow"" ""n""\fP"
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If n is 1, this model casts a shadow that can be switched on/off using QuakeC.
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To make this work, a lightstyle is automatically assigned and stored in a key called "switchshadstyle",
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which the QuakeC will need to read and call the "lightstyle()" builtin with "a" or "m" to switch the shadow on or off.
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Entities sharing the same targetname, and with "_switchableshadow" set to 1, will share the same lightstyle.
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.IP "\fB""_dirt"" ""n""\fP"
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For brush models, -1 prevents dirtmapping on the brush model. Useful it the
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bmodel touches or sticks into the world, and you want to those ares from
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