Func lod: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(→‎Entity Description: more info on fading peculiarities)
Line 4: Line 4:
Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.


'''''Note:''' The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because translucency rendering isn't 100% mastered by Valve yet.''
'''''Note:''' The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because translucency rendering isn't 100% mastered by Valve yet. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a similarly-set larger object.''


==Keyvalues==
==Keyvalues==

Revision as of 22:27, 25 September 2005

Template:Wrongtitle

Entity Description

Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.

Note: The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because translucency rendering isn't 100% mastered by Valve yet. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a similarly-set larger object.

Keyvalues

<integer> Distance at which these brushes should fade out.
  • Solid
<choices> Set whether or not these brushes should collide with other entities.
Literal Value Description
0 Solid
1 Nonsolid

Inputs

Outputs