WorldShadows()

Syntax

Result = WorldShadows(Type)
Description
Sets how the 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 this world. This can save a lot of cpu
                         power if shadows aren't needed (default)
  #PB_Shadow_Modulative: Modulative shadows will be displayed for the entities which has the cast
                         shadow set with EntityRenderMode() and #PB_Entity_CastShadow.
                         This shadow mode is the fastest available, but it's not looking very good
                         as the shadows are not translucents.
  #PB_Shadow_Additive  : Additive shadows will be displayed for the entities which has 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 translucents. Also, if some shadows overlap the shadows
                         will be added resulting in a darker result.

Supported OS

Windows, Linux

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