Difference between revisions of "R shadows"

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Name: r_shadows<br>
 
Name: r_shadows<br>
 
Default value: "0"<br>
 
Default value: "0"<br>
Flags: [[archive]] [[renderlatch]] <br>
+
Cvar flags: [[archive]] [[renderlatch]] <br>
 +
FTEQW Builds: [[OpenGL Renderer]] [[Minimal GL Build]] [[Merged Build]] [[Linux Build]] <br>
 
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Revision as of 05:12, 1 November 2005

Name: r_shadows
Default value: "0"
Cvar flags: archive renderlatch
FTEQW Builds: OpenGL Renderer Minimal GL Build Merged Build Linux Build


Possible values: 0 / 1 / 2

A setting of 2 invokes the fallback rendering, preventing any duel sided stencil extension in your opengl drivers. It should normally be used only if a value of 1 causes an issue.

Cvar flags: Cvar_Archive Cvar_RendererLatch

See also: r_shadow_realtime_world


Note that the origional flattened mesh type shadows are no longer supported. Old documentation will state that 2 uses stencil shadows while 1 uses that older effect. This is no longer true, and you'll get the same image with both. A value of 1 will give better fps.
You can use a value of 5 to disable the shadows and use the lighting without the shadows. This is noticably faster, but not as funky.


This is a sample screenshot on dm6. It also shows some bumpmapping.
<img src="http://fteqw.sourceforge.net/pics/fte00006.jpg" alt="Stencil Shadows screenshot">

Another example, the quad damage in it's natural environment on dm2.
shadows.jpg

Same as above, but with a rocket explosion.
shadow_plus_explosion.jpg