nuclide/Documentation/Materials/SurfaceCommands/bemode.md
Marco Cawthorne d41b90c081 Base: Give some love to base/
VGUI-Menu: friendList, chat backend, textview class proto
SurfaceProps: Flesh impacts recognition
PropData: BreakModels now use a bodyque to limit possible physics overhead
PMove: falldamage, liquids can now be configured via external decl
NSWeapon: added alternative punchangle based on springs, 'punchSpring X Y Z' in decl
API: Team class management APIS
NSPhysicsEntity: Optimised, optimised, optimised. New cvar: phys_lowspec. Scraping, impact effects etc have been added.
More polish everywhere else
2025-01-02 18:53:55 -08:00

1.6 KiB

Material Command List

bemode

Syntax

bemode <mode>

Overview

Filters which back end rendering features are drawn on top of the material. While you're not encouraged to be overriding this value, it is sometimes necessary.

Modes

These are the different modes that we can specify.

rtlight

All light types will be drawn onto this surface.

rtlight_only

Dynamic lights only.

rtlight_smap

Shadowmaps only.

rtlight_spot

Spotlights only.

rtlight_cube

Cubemap lights only.

rtlight_cube_smap

Cubemap lights and shadowmaps only.

rtlight_cube_spot

Cubemap lights and spotlights only.

rtlight_spot_smap

Spot lights and shadowmaps only.

rtlight_cube_spot_smap

Cubemap lights, spot lights and shadowmaps only.

crepuscular

For skies that might cast rays.

Those are rendered to a frame buffer object (with everything else being [depthdark](@ref bemode_depthdark)) and is then applied to the screen as a post-processing effect.

depthonly

Used mainly by shadow maps.

depthdark

Black depth passes only. Used to draw a black world, when r_shadow_realtime_world_lightmaps is 0 for example.

gbuffer

prelight

Deferred lighting only.

fog

Fog layer only.