From b453f4d6935ed14d6431d4ecf01b5d16b541b2de Mon Sep 17 00:00:00 2001 From: Blixibon Date: Sat, 4 May 2019 13:41:23 -0500 Subject: [PATCH] Filled out more of graphical changes --- Change Lists/Graphical Changes.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/Change Lists/Graphical Changes.md b/Change Lists/Graphical Changes.md index 58fc75e..0f931ee 100644 --- a/Change Lists/Graphical Changes.md +++ b/Change Lists/Graphical Changes.md @@ -18,12 +18,13 @@ By default, Mapbase uses a shadow map resolution of `2048` with a filter size of --- (put images here) -env_global_light is an orthographic projected texture, like an env_projectedtexture that only casts shadows in one direction. This is another thing Insolence ported that ended up being gleaned into Mapbase. I have taken a few liberties with it, like setting the offset cvars to 0 and turning them into keyvalues instead. +env_global_light is an orthographic projected texture, like an env_projectedtexture that only casts shadows in one direction. This is another thing Insolence ported that ended up being gleaned into Mapbase. I have taken a few liberties with it, like setting the offset cvars to 0 and turning them into keyvalues so amppers can control it, but I don't really expect it to be used very much. Again, you can thank Insolence for this, not me. ### Dynamic RTT shadow angles --- -(put images here) + +Mapbase uses Saul Rennison's dynamic RTT shadow angles from the VDC, implemented from Insolence commits. Dynamic RTT shadows angles are off by default and must be enabled through an input/keyvalue in shadow_control, an option which Insolence seems to have added themselves. -(Dynamic shadow angles discussion, thank Saul Rennison and Insolence) \ No newline at end of file +There's actually a funny story behind the implementation of this. I actually wasn't going to add it to Mapbase, but when I was gleaning Insolence's repo for their projected textures (with permission) I was just copying and pasting code and nesting it in "ASW_PROJECTED_TEXTURES" and because they make changes to the same places I assumed the "ShadowFromWorldLights" stuff was part of the projected textures. I realized what I was doing eventually, but I still basically implemented dynamic RTT shadow angles by accident.