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(→Entity Description: more info on fading peculiarities) |
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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
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