$nocull: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Much more accurate description of what it actually does.)
No edit summary
Line 2: Line 2:
|fr=$nocull:fr
|fr=$nocull:fr
}}
}}
Disables the backface culling, resulting in triangles showing from both sides. It is used to allow for infinitively thin dual sided objects without duplicating the triangles with reversed vertex order.
Disables the backface culling, resulting in triangles showing from both sides. It is used to allow for infinitely thin dual sided objects without duplicating the triangles with reversed vertex order. Lighting will still only be calculated from the "front" side of the face, and be copied to the reverse side, potentially creating an effect where light bleeds through to the other side like a thin sheet hung up in direct sunlight, so use with caution.


{{note|Has no effect on [[world brush]]es (so tie each one to [[func_detail]]).}}
{{note|Has no effect on [[world brush]]es (so tie each one to [[func_detail]]). Works on displacements.}}


{{bug|Cannot be used with <code>$translucent</code> on [[model]]s. Use <code>[[$alphatest]]</code> instead.}}
{{bug|Cannot be used with <code>$translucent</code> on [[model]]s. Use <code>[[$alphatest]]</code> instead.}}

Revision as of 13:00, 31 March 2015

Template:Otherlang2 Disables the backface culling, resulting in triangles showing from both sides. It is used to allow for infinitely thin dual sided objects without duplicating the triangles with reversed vertex order. Lighting will still only be calculated from the "front" side of the face, and be copied to the reverse side, potentially creating an effect where light bleeds through to the other side like a thin sheet hung up in direct sunlight, so use with caution.

Note.pngNote:Has no effect on world brushes (so tie each one to func_detail). Works on displacements.
Icon-Bug.pngBug:Cannot be used with $translucent on models. Use $alphatest instead.  [todo tested in ?]

VMT Syntax and Examples

$nocull <bool>
LightmappedGeneric
{
	$basetexture glass\window001a
	$nocull 1
}
VertexLitGeneric
{
	$basetexture models\items\medkit
	$nocull 1
}
VertexLitGeneric
{
	$basetexture models\props_2fort\blue_window001_glass
	$alphatest 1
	$nocull 1
}