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