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