diff --git a/man/light.1 b/man/light.1 index f7b0ef92..a9cb1642 100644 --- a/man/light.1 +++ b/man/light.1 @@ -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