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gamedev:textureproperties:shadow_none

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gamedev:textureproperties:shadow_none [2012/12/02 16:24] – created dragonlordgamedev:textureproperties:shadow_none [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{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.none**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **shadow.none**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: shadow.none ====== 
-====== Summary ====== + 
-</WRAP> +Defines if the material is casting shadows
-<WRAP boxcontent> +
-|Texture Property Name|shadow.none| +
-|Description|Defines if the material is casting shadows|+
 |Excepted Data Source|1 component value| |Excepted Data Source|1 component value|
 |Data Range|0(no shadow casting) or 1(casting shadows)| |Data Range|0(no shadow casting) or 1(casting shadows)|
-|Default Value|1|+|Default Value|0|
 |Affected Modules|Graphic| |Affected Modules|Graphic|
 |Linked Properties|-| |Linked Properties|-|
-</WRAP> 
  
 ====== Description ====== ====== Description ======
 +
 The **shadow.none** texture property defines if this material casts shadows or not. This can be used to create unrealistic materials that cast no shadows or to prevent unintended shadow casting for example if a light source is located inside a model. This is also used in the editors for informational objects to prevent them from casting shadows. The **shadow.none** texture property defines if this material casts shadows or not. This can be used to create unrealistic materials that cast no shadows or to prevent unintended shadow casting for example if a light source is located inside a model. This is also used in the editors for informational objects to prevent them from casting shadows.
  
-The source is typically a single component value greater either 0 for no shadow casting or 1 for shadow casting. Values below 0.5 are treated as 0 and all others as 1.+The source is typically a single component value greater either 0 for shadow casting or 1 for no shadow casting. Values below 0.5 are treated as 0 and all others as 1.
  
-The default value for this texture property is (casting shadows).+The default value for this texture property is (casting shadows).
  
 ====== Examples ====== ====== Examples ======
 +
 ( TODO: example image ) ( TODO: example image )
gamedev/textureproperties/shadow_none.1354465495.txt.gz · Last modified: 2012/12/02 16:24 by dragonlord