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Difference between revisions of "UseBuffer"

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|yr=yes
 
|yr=yes
 
|rp=yes}}
 
|rp=yes}}
If set, this tag causes the game to render multiple sectioned voxels in a different way. The end result is that all of its sections are always rendered in the correct order. Disabling this tag might cause some sections to overlap incorrectly in some angles.
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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.
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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 14:31, 27 October 2012

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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.