Counter-Strike: Global Offensive engine branch: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
|  (Created page with "The '''Counter-Strike: Global Offensive''' Engine Branch was introduced with {{game link|Counter-Strike: Global Offensive}} in 2011. It succeeds the Portal 2 (engine branch)...") |  (→Features:   Add features to the list) | ||
| Line 5: | Line 5: | ||
| New since the Portal 2 branch is: | New since the Portal 2 branch is: | ||
| ; Real-Time outdoor [[W:shadow_mapping|shadow mapping]] | ; Real-Time outdoor [[W:shadow_mapping|shadow mapping]] using the [[env_cascade_light]] entity | ||
| : Similar to [[env_projectedtexture]], used to render harsh, dynamic outdoor shadows | : Similar to [[env_projectedtexture]], used to render harsh, dynamic outdoor shadows | ||
| ; Light-mapped  [[W:Ambient_Occlusion|Ambient Occlusion]] | ; Light-mapped  [[W:Ambient_Occlusion|Ambient Occlusion]] | ||
| Line 15: | Line 15: | ||
| ; [[W:Normal_mapping|Normal Map]] blending | ; [[W:Normal_mapping|Normal Map]] blending | ||
| : Used to blend together multiple normal maps | : Used to blend together multiple normal maps | ||
| ; [[Lightmapped_4WayBlend|4-Way Blended materials]] | |||
| : Allows for up to 4 materials to be blended into each other on [[displacements]] | |||
| ; Improved [[vbsp|VBSP]] | |||
| : With larger limits for almost types of entities | |||
| ; DirectX 9ex support | |||
| : {{todo|Add description about what it changes}} | |||
| == Availability == | == Availability == | ||
Revision as of 12:20, 3 August 2020
The Counter-Strike: Global Offensive Engine Branch was introduced with Template:Game link in 2011. It succeeds the Portal 2 engine branch.
Features
New since the Portal 2 branch is:
- Real-Time outdoor shadow mapping using the env_cascade_light entity
- Similar to env_projectedtexture, used to render harsh, dynamic outdoor shadows
- Light-mapped Ambient Occlusion
- Used to create Ambient Occlusion on Brushes/Displacements
- Phong shading on Brushes (added 29 April 2015)
- Allows for the addition of Phong highlights on brushes lit by environment light
- Anisotropic reflection emulation
- Used on cubemaps to emulate anisotropic reflections
- Normal Map blending
- Used to blend together multiple normal maps
- 4-Way Blended materials
- Allows for up to 4 materials to be blended into each other on displacements
- Improved VBSP
- With larger limits for almost types of entities
- DirectX 9ex support
- Todo: Add description about what it changes
Availability
Source code for this branch is not available. However, authoring tools exist for custom content.




