Checks if light casts shadows (1=yes, 0=no or invalid light).
Takes light (light entity handle).
Returns 1 if light casts shadows, 0 if shadows disabled or invalid handle.
3D Graphics
Parameters & Returns
Parameters
lightInt
Returns
Int
Quick Summary
Checks if light casts shadows (1=yes, 0=no or invalid light).
Takes light (light entity handle).
Returns 1 if light casts shadows, 0 if shadows disabled or invalid handle.
Technical Exegesis...
Checks if light casts shadows (1=yes, 0=no or invalid light). Takes light (light entity handle). Returns 1 if light casts shadows, 0 if shadows disabled or invalid handle. Validates entity is ENTITY_LIGHT type, returns light->castsShadows as 1 or 0. Simple shadow status query.
This function checks shadow status.
Checks if light casts shadows (1=yes, 0=no or invalid light). Takes light (light entity handle). Returns 1 if light casts shadows, 0 if shadows disabled or invalid handle. Validates entity is ENTITY_LIGHT type, returns light->castsShadows as 1 or 0. Simple shadow status query.
This function checks shadow status. Return values: 1 if light->castsShadows=true (shadows enabled via b3dEnableShadows), 0 if light->castsShadows=false (shadows never enabled or disabled via b3dDisableShadows), 0 if invalid light handle or non-light entity. Use cases: (1) Debug info (display which lights cast shadows), (2) Conditional logic (if b3dLightCastsShadows(light) then configure shadow properties), (3) Graphics settings (query current shadow state for UI), (4) Performance monitoring (count active shadow-casting lights), (5) Validation (verify shadows enabled before setting shadow properties). Common pattern: if b3dLightCastsShadows(light) then b3dLightShadowAlpha(light, 0.5). Typical usage: check before configuring shadow properties, count shadow-casting lights for performance budgeting, display shadow status in debug UI. Shadow state: reflects current castsShadows flag (updated by b3dEnableShadows to true, b3dDisableShadows to false), does not check if shadow map actually allocated (assumes castsShadows and shadowMap in sync). Performance: O(1) lookup (simple flag check, instant). Validation: returns 0 for invalid handles (safe to call on any entity handle). Related: b3dEnableShadows enables shadows (sets castsShadows=true), b3dDisableShadows disables shadows (sets castsShadows=false).