Darkplaces material system
From Blood Wiki
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== Credits == | == Credits == | ||
* [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader Manual] by By Paul Jaquays and Brian Hook | * [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader Manual] by By Paul Jaquays and Brian Hook | ||
− | * [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2 Shader manual] by Obsidian and ydnar | + | * [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2 Shader manual] by Obsidian and ydnar |
__NOTOC__ | __NOTOC__ | ||
[[Category:Darkplaces engine]] | [[Category:Darkplaces engine]] | ||
{{finished}} | {{finished}} |
Revision as of 21:42, 20 February 2013
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.
Chapters
Credits
- Quake 3 Shader Manual by By Paul Jaquays and Brian Hook
- Q3Map2 Shader manual by Obsidian and ydnar