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)
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 Counter-Strike: Global Offensive 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.