tweak shader manual

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Garux 2024-05-27 11:44:33 +05:00
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@ -418,7 +418,7 @@ textures/eerie/ironcrosslt2_10000
<dt>red green blue</dt><dd>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.</dd>
<dt>intensity</dt><dd>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.</dd>
<dt>degrees</dt><dd>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.</dd>
<dt>elevation</dt><dd>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.</dd>
<dt>elevation</dt><dd>The angle, measured in degrees from the horizon. An elevation of 0 is sunrise/sunset. An elevation of 90 is noon.</dd>
<dt>deviance</dt><dd>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.</dd>
<dt>samples</dt><dd>The number of random jitters distributed over the solid arc (~16).</dd>
</dl>