Water lod control: Difference between revisions
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Bug:The water_lod_controller was disabled late in development. Any water with reflections enabled are always rendered expensively or with bForceExpensive always set to true. [todo tested in ?]
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== Caveats == | |||
{{bug|The water_lod_controller was disabled late in development. Any water with reflections enabled are always rendered expensively or with bForceExpensive always set to true.}} | |||
To re-enable you will need to modify code in <code>CViewRender::DetermineWaterRenderInfo(...)</code> on line 2228, replace it with: | |||
<source lang=cpp>if( !r_WaterDrawReflection.GetBool() )</source> | |||
Also replace line 2256 with: | |||
<source lang=cpp>if ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) || bForceCheap )</source> | |||
I also changed line 2212 with brute force code. All my materials were returning bForceExpensive true regardless of settings: | |||
<source lang=cpp>bForceExpensive = false;</source> | |||
== Keyvalues == | == Keyvalues == |
Revision as of 23:34, 10 May 2013
Template:Base point It is used to control the LOD behavior of any water in the map. If your map has water, this entity is required.
Caveats

To re-enable you will need to modify code in CViewRender::DetermineWaterRenderInfo(...)
on line 2228, replace it with:
if( !r_WaterDrawReflection.GetBool() )
Also replace line 2256 with:
if ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) || bForceCheap )
I also changed line 2212 with brute force code. All my materials were returning bForceExpensive true regardless of settings:
bForceExpensive = false;
Keyvalues
- Start Transition to Cheap Water ([todo internal name (i)]) <float>
- This is the distance from the camera that water will start transitioning to cheap water, in inches.
- End Transition to Cheap Water ([todo internal name (i)]) <float>
- This is the distance from the camera that water will finish transitioning to cheap water, in inches.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
- SetCheapWaterStartDistance <float >
- Set the distance that water starts transitioning to cheap water.
- SetCheapWaterEndDistance <float >
- Set the distance that water finishes transitioning to cheap water.