$nocull: Difference between revisions
		
		
		
		
		
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 Note:Has no effect on world brushes (so tie each one to func_detail). Works on displacements.
Note:Has no effect on world brushes (so tie each one to func_detail). Works on displacements. Confirm:Seems to only work on func_detail.
 Confirm:Seems to only work on func_detail.
 Bug:Cannot be used with $translucent on models. Use $alphatest instead.
Bug:Cannot be used with $translucent on models. Use $alphatest instead. Confirm:Does it work with $alpha?   [todo tested in ?]
 Confirm:Does it work with $alpha?   [todo tested in ?]
		
	
| m (note about only working on func_detail, not all brush entities as the note implies) | m (Multipage removal) | ||
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| {{ | {{LanguageBar}} | ||
| {{Shaderparam|$nocull}} It disables backface culling, resulting in triangles showing from both sides. It is used to allow for infinitely thin dual sided objects without duplicating the triangles with reversed vertex order. Lighting will still only be calculated from the "front" side of the face, and be copied to the reverse side, potentially creating an effect where light bleeds through to the other side like a thin sheet hung up in direct sunlight, so use with caution. | {{Shaderparam|$nocull}} It disables 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. | ||
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|   	[[$alphatest]] 1 |   	[[$alphatest]] 1 | ||
|   	'''$nocull 1''' |   	'''$nocull 1''' | ||
|   } |   }[[Category:Shader parameters|n]] | ||
Revision as of 03:45, 12 July 2024
Template:Shaderparam It disables 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 brushes (so tie each one to func_detail). Works on displacements.
Note:Has no effect on world brushes (so tie each one to func_detail). Works on displacements. Confirm:Seems to only work on func_detail.
 Confirm:Seems to only work on func_detail. Bug:Cannot be used with $translucent on models. Use $alphatest instead.
Bug:Cannot be used with $translucent on models. Use $alphatest instead. Confirm:Does it work with $alpha?
 Confirm:Does it work with $alpha? 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 }

























