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gamedev:textureproperties:shadow_none [2019/05/08 20:10] – dragonlord | gamedev:textureproperties:shadow_none [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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- | {{tag>dragengine | + | {{tag> |
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
- | <WRAP boxheader> | + | ====== |
- | ====== | + | |
- | </ | + | 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)| | ||
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|Affected Modules|Graphic| | |Affected Modules|Graphic| | ||
|Linked Properties|-| | |Linked Properties|-| | ||
- | </ | ||
====== 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. | ||
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====== Examples ====== | ====== Examples ====== | ||
+ | |||
( TODO: example image ) | ( TODO: example image ) |