shadow
The shadow model or decal, for stencil or decal shadows. If this pointer is set to a model or sprite entity, its mesh or image is used for the shadow.
Type:
ENTITY*
Remarks:
- Using a simple model - such as a box - for stencil shadows can remarkably increase the frame rate, but can also cause visible stencil errors when the shadow model is very different to the real model. Z-Fail mode prevents such stencil errors in most cases.
- When a sprite is assigned, the entity casts a decal shadow even if shadow_stencil is activated for the rest of the entities.
- Decal shadows do not yet rotate with the entity, so they should be symmetric. This restriction will be overcome in a future update.
- When this pointer is unassigned, stencil shadows use the entity mesh itself from a lower LOD step (shadow_lod), and decal shadows are diffuse dark spots of the size of the entity.
Edition:
A7.66 C
LC
Example (lite-C):
ENTITY* ent_carshadow = { type = "car_shadow.tga"; }
action race_car()
{
...
set(my,SHADOW);
my.shadow = ent_carshadow; // car-shaped shadow sprite
...
See also:
shadow_stencil, SHADOW
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