From ac7b4d3cd408916534187304cfbbd41471350027 Mon Sep 17 00:00:00 2001 From: Garux Date: Mon, 27 May 2024 11:44:33 +0500 Subject: [PATCH] tweak shader manual --- docs/shaderManual/q3map-global-directives.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/shaderManual/q3map-global-directives.html b/docs/shaderManual/q3map-global-directives.html index 69c6d632..e5c7d668 100644 --- a/docs/shaderManual/q3map-global-directives.html +++ b/docs/shaderManual/q3map-global-directives.html @@ -418,7 +418,7 @@

q3map_sunExt red green blue intensity degrees elevation de
red green blue
Color is described by three normalized RGB values. Color will be normalized to a 0.0 to 1.0 range, so it doesn't matter what range you use.
intensity
The brightness of the generated light. A value of 100 is a fairly bright sun. The intensity of the light falls off with angle but not distance.
degrees
The angle relative to the directions of the map file. A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south. In the original version of Q3Map, non-axial values had a tendency to produce jagged shadows. With Q3Map2, this problem is avoided with new options like lightmap filtering, raytracing and penumbra effects.
-
elevation
The distance, measured in degrees from the horizon (z value of zero in the map file). An elevation of 0 is sunrise/sunset. An elevation of 90 is noon.
+
elevation
The angle, measured in degrees from the horizon. An elevation of 0 is sunrise/sunset. An elevation of 90 is noon.
deviance
The number of degrees for the half-shadow. General values up to 2 or 3 are acceptable. The real sun has a solid angle of about half a degree.
samples
The number of random jitters distributed over the solid arc (~16).