WorldShadows()

Syntax

Result = WorldShadows(Type)
Description
Sets how shadows will be rendered in the world. The 'Type' parameter can be one of the following values:
  #PB_Shadow_None      : No shadows will be displayed in the world. This can save a lot of CPU
                         power if shadows aren't needed (default)
  #PB_Shadow_Modulative: Modulative shadows will be displayed for entities that have the cast
                         shadow set with EntityRenderMode() and #PB_Entity_CastShadow.
                         This shadow mode is the fastest available, but are not very good-looking as the shadows are not translucent.
  #PB_Shadow_Additive  : Additive shadows will be displayed for the entities which have the cast
                         shadow set with EntityRenderMode() and #PB_Entity_CastShadow.
                         This mode is slower than the modulative mode, but it looks much better as the shadows are translucent. 
                         Also if some shadows overlap, the shadows will be added resulting in a more realistic darker result.
  #PB_Shadow_TextureAdditive: Texture additive shadows will be displayed for the entities which have the cast
                         shadow set with EntityRenderMode() and #PB_Entity_CastShadow. This mode
                         is average in speed and quality between modulative and additive shadow, and will work even with water.

Supported OS

All

<- WorldGravity() - Engine3D Index