Sets shadow color/tint (0-255 RGB, default black 0,0,0 for hard shadows).
Takes light (light entity handle), r/g/b (red/green/blue 0-255).
Returns nothing.
3D Graphics
Parameters & Returns
Parameters
lightInt
rInt
gInt
bInt
Returns
Void
Quick Summary
Sets shadow color/tint (0-255 RGB, default black 0,0,0 for hard shadows).
Takes light (light entity handle), r/g/b (red/green/blue 0-255).
Returns nothing.
Technical Exegesis...
Sets shadow color/tint (0-255 RGB, default black 0,0,0 for hard shadows). Takes light (light entity handle), r/g/b (red/green/blue 0-255). Returns nothing. Validates entity is ENTITY_LIGHT type, converts RGB from 0-255 to 0.0-1.0 floats, sets light->shadowColor=(r/255, g/255, b/255). Tints shadowed areas with color.
This function sets shadow tint. Color conversion: RGB values 0-255 converted to 0.0-1.0 floats (standard shader format).
Sets shadow color/tint (0-255 RGB, default black 0,0,0 for hard shadows). Takes light (light entity handle), r/g/b (red/green/blue 0-255). Returns nothing. Validates entity is ENTITY_LIGHT type, converts RGB from 0-255 to 0.0-1.0 floats, sets light->shadowColor=(r/255, g/255, b/255). Tints shadowed areas with color.
This function sets shadow tint. Color conversion: RGB values 0-255 converted to 0.0-1.0 floats (standard shader format). Shadow application: shadowedColor = litColor * (1 - shadowAlpha) + shadowColor * shadowAlpha, shadow color blended based on shadowAlpha (alpha=1.0 uses full shadowColor, alpha=0.5 blends 50/50). Use cases: (1) Black shadows (0,0,0 for realistic hard shadows, default), (2) Colored shadows (50,50,100 for cool blue shadows, artistic tint), (3) Subsurface scattering (red shadows 100,30,30 for skin/wax), (4) Atmospheric shadows (tint based on ambient color), (5) Stylized rendering (bright colored shadows for cartoon look). Common patterns: black shadows b3dLightShadowColor(light, 0,0,0), blue tint b3dLightShadowColor(light, 50,50,100), red subsurface b3dLightShadowColor(light, 100,30,30). Typical usage: set to black (0,0,0) for realistic shadows, set to colored tint for artistic effects, set to ambient color for soft indirect lighting approximation. Shadow vs light color: light color affects illuminated areas, shadow color affects shadowed areas, both independent (can have white light with blue shadows). Default shadow color: likely black (0,0,0) if not set (verify during testing, black is typical default for realistic shadows). Alpha interaction: shadow color only visible if shadowAlpha > 0.0 (alpha=0.0 = no shadow darkening, alpha=1.0 = full shadow color replacement), use b3dLightShadowAlpha to control shadow intensity. Performance: O(1) setting (simple struct assignment, no rendering cost until next frame). Validation: prints error if invalid light handle or non-light entity. Related: b3dLightShadowAlpha sets shadow opacity/intensity, b3dEnableShadows enables shadow casting, b3dLightColor sets light color (different from shadow color).