Darkplaces material system

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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.
 
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.
  
Since Darkplaces material system internals are quite close to [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader System] and Blood Omnicide is using [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2] to build maps, this reference is based on Quake 3/Q3map2 docs, but adapted and extended to Darkplaces way-of-things-done.
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Since Darkplaces material system are inspired by [http://icculus.org/gtkradiant/documentation/Q3AShader_Manual/index.htm Quake 3 Shader System] and Blood Omnicide is using [http://q3map2.everyonelookbusy.net/shader_manual/ Q3Map2] to build maps, this reference is based on Quake 3/Q3map2 docs, but adapted and extended to Darkplaces way-of-things-done.
  
 
== Chapters ==
 
== Chapters ==

Latest revision as of 21:57, 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.

Since Darkplaces material system are inspired by Quake 3 Shader System and Blood Omnicide is using Q3Map2 to build maps, this reference is based on Quake 3/Q3map2 docs, but adapted and extended to Darkplaces way-of-things-done.

[edit] Chapters

  1. Introduction
  2. Key Concepts
  3. General Keywords
  4. Special Keywords
  5. Stages

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