water_lod_control
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CWaterLODControl |
WaterLODControl.cpp
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water_lod_control
is a point entity available in all Source games. It is used to control the LOD behavior of any water in the map. If your map has water, this entity is required. VBSP will add one in if it's missing.
Note:The properties of this entity apply to the whole map. Multiple instances of this entity within a map may cause errors.
Keyvalues
- Start Transition to Cheap Water
(cheapwaterstartdistance)
<float> - This is the distance from the camera that water will start transitioning to cheap water, in hammer units.
- End Transition to Cheap Water
(cheapwaterenddistance)
<float> - This is the distance from the camera that water will finish transitioning to cheap water, in hammer units.
Inputs
SetCheapWaterStartDistance
<float>- Set the distance that water starts transitioning to cheap water.
SetCheapWaterEndDistance
<float>- Set the distance that water finishes transitioning to cheap water.
CaveatsBug:The water_lod_controller was disabled late in development. Any water with reflections enabled are always rendered expensively or with bForceExpensive always set to true. [todo tested in?] To re-enable you will need to modify code in if( !r_WaterDrawReflection.GetBool() )
Also replace line 2256 with: if ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) || bForceCheap )
You may also change line 2212 with brute force code. All the materials in this example were returning bForceExpensive true regardless of settings: bForceExpensive = false;
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