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Stencil shadows improvements
Stencil shadows are now also visible in mirrored views with negative arc.
#include <acknex.h> #include <default.c> #include <mtlView.c>
STRING* test_wmb = "test.wmb";
VIEW* camera2_view = { layer = 10; pos_x = 10; pos_y = 10; tilt = -90; size_x = 400; size_y = 300; arc = -60; aspect = 1; ambient = 20; fog = 10; genius = NULL; flags = SHOW; }
function main() { camera.ambient = 70; fps_max = 70; video_mode = 8; // set the video resolution video_screen = 1; // start in full screen mode level_load (test_wmb); wait (2); ent_createlayer("skycube+6.tga", SKY | CUBE | SHOW, 1); shadow_stencil = 2; shadow_lod = 2; // use the second LOD stage for stencil shadows stencil_blur(1); // activate blurred shadows camera2_view.z -= 150; // set the proper coords for the view, play with z, y, z, pan, tilt, roll }
action shadow_model() // simple action that rotates this model in a circle { set(my, SHADOW); while (1) { c_move (my, vector(5 * time_step, 0, 0), nullvector, IGNORE_PASSABLE | GLIDE); my.pan += 2 * time_step; // 2 sets the radius of the circle wait (1); } }
OVERLAY flag improvements
The OVERLAY flag for particles enforces writing into the z buffer for special purposes.
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