Counter-Strike: Global Offensive engine branch: Difference between revisions
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(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) |
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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 Counter-Strike: Global Offensive 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.