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gamedev:textureproperties:shadow_importance

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gamedev:textureproperties:shadow_importance [2019/05/08 22:50] dragonlordgamedev:textureproperties:shadow_importance [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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-~~Title: Skin Texture Property: shadow.importance~~ 
 {{tag>graphic skin texture shadow}} {{tag>graphic skin texture shadow}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **shadow.importance**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **shadow.importance**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: shadow.importance ====== 
-====== Summary ====== + 
-</WRAP> +Defines the importance of shadow casting for this object
-<WRAP boxcontent> +
-|Texture Property Name|shadow.importance| +
-|Description|Defines the importance of shadow casting for this object|+
 |Excepted Data Source|1 component value| |Excepted Data Source|1 component value|
 |Data Range|0 to 1| |Data Range|0 to 1|
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 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties|-| |Linked Properties|-|
-</WRAP> 
  
 ====== Description ====== ====== Description ======
 +
 The **shadow.importance** texture property defines a threshold to stop this material from casting shadows. This is a performance optimization and is linked to user settings. If the user chooses a high detail level this shadow is shown otherwise not. To prevent shadows from being cast at all use **[[gamedev:textureproperties:shadow_none|shadow.none]]** texture property instead. A value of 0 equals to the lowest detail level where only the most vital materials cast shadows. A value of 1 equals to the highest detail level where any material that can casts shadows. Values in between act as the threshold from where on the material starts casting shadows. Hence the material casts shadows if the detail level is at most this value. Using this texture property is not required for creating games but can help Graphic Modules for weaker systems to improve performance. The **shadow.importance** texture property defines a threshold to stop this material from casting shadows. This is a performance optimization and is linked to user settings. If the user chooses a high detail level this shadow is shown otherwise not. To prevent shadows from being cast at all use **[[gamedev:textureproperties:shadow_none|shadow.none]]** texture property instead. A value of 0 equals to the lowest detail level where only the most vital materials cast shadows. A value of 1 equals to the highest detail level where any material that can casts shadows. Values in between act as the threshold from where on the material starts casting shadows. Hence the material casts shadows if the detail level is at most this value. Using this texture property is not required for creating games but can help Graphic Modules for weaker systems to improve performance.
  
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 ====== Examples ====== ====== Examples ======
 +
 ( TODO: example image ) ( TODO: example image )
gamedev/textureproperties/shadow_importance.1557355832.txt.gz · Last modified: 2019/05/08 22:50 by dragonlord