ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.
UseBuffer: Difference between revisions
Jump to navigation
Jump to search
adding missing tag description |
more explanation on how the tag appears to work |
||
Line 11: | Line 11: | ||
|yr=yes | |yr=yes | ||
|rp=yes}} | |rp=yes}} | ||
If set, this tag causes the game to | If set, this tag causes the game to handle multiple sectioned voxel rendering in a special way. When two sections will overlap, then instead of drawing one of them on top, the game will try to draw only some parts of it over the other one, giving it a more 3d-like feel. If a smaller section enters an empty space of a larger section, it should be still rendered on top. | ||
Disabling this tag will cause the game to always render on top the section that is the closest to the screen from the viewer's perspective. Because of this, if a smaller section ends up inside of a larger section's area, the game will always draw it under the larger one. |
Revision as of 12:31, 27 October 2012
Flag: | UseBuffer |
File(s): | Art(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | VehicleTypes (voxel only), AircraftTypes |
If set, this tag causes the game to handle multiple sectioned voxel rendering in a special way. When two sections will overlap, then instead of drawing one of them on top, the game will try to draw only some parts of it over the other one, giving it a more 3d-like feel. If a smaller section enters an empty space of a larger section, it should be still rendered on top.
Disabling this tag will cause the game to always render on top the section that is the closest to the screen from the viewer's perspective. Because of this, if a smaller section ends up inside of a larger section's area, the game will always draw it under the larger one.