R sb occluderFacing (cvar)
Description
This CVar sets which faces serve as occluders for shadow buffers.
Usage
At the console type…
r_sb_occluderfacing [Int]
Parameters
- [Int]
- 0 - Use front faces.
- 1 - Use back faces.
- 2 - Use midpoint between front and back faces.
Flags
Flag | Enabled | Description |
---|---|---|
CVAR_ALL | all flags | |
CVAR_BOOL | variable is a boolean | |
CVAR_INTEGER | X | variable is an integer |
CVAR_FLOAT | variable is a float | |
CVAR_SYSTEM | system variable | |
CVAR_RENDERER | X | renderer variable |
CVAR_SOUND | sound variable | |
CVAR_GUI | gui variable | |
CVAR_GAME | game variable | |
CVAR_TOOL | tool variable | |
CVAR_USERINFO | sent to servers, available to menu | |
CVAR_SERVERINFO | sent from servers, available to menu | |
CVAR_NETWORKSYNC | cvar is synced from the server to clients | |
CVAR_STATIC | X | statically declared, not user created |
CVAR_CHEAT | X | variable is considered a cheat |
CVAR_NOCHEAT | variable is not considered a cheat | |
CVAR_INIT | can only be set from the command-line | |
CVAR_ROM | display only, cannot be set by user at all | |
CVAR_ARCHIVE | set to cause it to be saved to a config file | |
CVAR_MODIFIED | X | set when the variable is modified |
Notes
This CVar is for the use of shadow buffers and it’s not used by Doom 3. With a usual shadow buffers implementation if you lights take snapshots of the world and save it as textures. Option “2” render two shadow buffers: one using the front facing triangles to the light and one using the back facing triangles to the light and then combines them together to find a midpoint value between all of the surfaces. Midpoint renderings is a higher quality option with a performance cost.