diff --git a/Drawing-entities-in-specific-view-IDs.md b/Drawing-entities-in-specific-view-IDs.md new file mode 100644 index 0000000..56e791c --- /dev/null +++ b/Drawing-entities-in-specific-view-IDs.md @@ -0,0 +1,27 @@ +Mapbase adds a new keyvalue that could prevent entities from being drawn in any of the drawing passes used in the view rendering process. For example, if an entity is set to not draw in `VIEW_MONITOR`, that entity won't show up on RT camera monitors. It will show up everywhere else (player's eyes, mirrors, etc.), but it just won't show up on cameras. + +Any combination of view IDs could be used. + +### View ID list + +* **VIEW_MAIN** - 1 +* **VIEW_3DSKY** - 2 +* **VIEW_MONITOR** - 4 +* **VIEW_REFLECTION** - 8 +* **VIEW_REFRACTION** - 16 +* **VIEW_INTRO_PLAYER** - 32 +* **VIEW_INTRO_CAMERA** - 64 +* **VIEW_SHADOW_DEPTH_TEXTURE** - 128 +* **VIEW_SSAO** - 256 + +### FGD presets + +* 0 : "Draw normally" +* 193 : "Hide in main view (player's eyes)" // VIEW_MAIN + VIEW_INTRO_CAMERA + VIEW_SHADOW_DEPTH_TEXTURE +* 36 : "Hide in cameras" // VIEW_MONITOR + VIEW_INTRO_PLAYER +* 24 : "Hide in mirrors/water" // VIEW_REFLECTION + VIEW_REFRACTION +* 60 : "Hide in cameras and mirrors/water" // VIEW_MONITOR + VIEW_INTRO_PLAYER + VIEW_REFLECTION + VIEW_REFRACTION +* 2 : "Hide in 3D skybox" // VIEW_3DSKY +* 128 : "Hide projected texture shadows" // VIEW_SHADOW_DEPTH_TEXTURE + +(todo) \ No newline at end of file