Darkplaces material system
From Blood Wiki
(Difference between revisions)
Line 5: | Line 5: | ||
<font size=3> | <font size=3> | ||
[[Darkplaces material system/Introduction | Chapter 1. Introduction]] | [[Darkplaces material system/Introduction | Chapter 1. Introduction]] | ||
+ | |||
[[Darkplaces material system/Key Concepts | Chapter 2. Key Concepts]] | [[Darkplaces material system/Key Concepts | Chapter 2. Key Concepts]] | ||
+ | |||
[[Darkplaces material system/General Keywords | Chapter 3. General Keywords]] | [[Darkplaces material system/General Keywords | Chapter 3. General Keywords]] | ||
+ | |||
[[Darkplaces material system/Special Keywords | Chapter 4. Special Keywords]] | [[Darkplaces material system/Special Keywords | Chapter 4. Special Keywords]] | ||
+ | |||
[[Darkplaces material system/Special Keywords | Chapter 5. Stages]] | [[Darkplaces material system/Special Keywords | Chapter 5. Stages]] | ||
</font> | </font> |
Revision as of 13:07, 23 July 2012
Darkplaces material system is created to put more direct control over the surfaces qualities of textures into the hands of designers and artists.
This reference contains all information needed to work with Darkplaces materials.
Credits
- Quake 3 Shader Manual by By Paul Jaquays and Brian Hook
- Q3Map2 Shader manual by Obsidian and ydnar adapted for Darkplaces engine.