Editing Darkplaces material system/General Keywords

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:'''IMPORTANT NOTE''': In Darkplaces, offset mapping uses vertex normals for the calculations. deformVertexes normal most likely will mess it up.
 
:'''IMPORTANT NOTE''': In Darkplaces, offset mapping uses vertex normals for the calculations. deformVertexes normal most likely will mess it up.
 
:'''Design Notes''': Putting values of 0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results.
 
:'''Design Notes''': Putting values of 0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results.
 
Typical usage:
 
deformVertexes normal 2 0.5
 
 
{{bug|On lightmapped surface, deformVertexes normal has no effect if tangentspace deluxemapping is used (since tangentspace deluxemapping do not use vertex normals). Use modelspace deluxemapping.}}
 
  
 
===deformVertexes bulge <nowiki><bulgeWidth> <bulgeHeight> <bulgeSpeed></nowiki>===
 
===deformVertexes bulge <nowiki><bulgeWidth> <bulgeHeight> <bulgeSpeed></nowiki>===
 
:This forces a bulge to move along the given S and T directions. Designed for use on curved pipes.
 
:This forces a bulge to move along the given S and T directions. Designed for use on curved pipes.
 
Typical usage:
 
deformVertexes bulge 0.1 0.6 0.18
 
  
 
===deformVertexes roundwave <nowiki><radius> <wavesize> <radiusexponent> <x> <y> <z> {wavefunc}</nowiki>===
 
===deformVertexes roundwave <nowiki><radius> <wavesize> <radiusexponent> <x> <y> <z> {wavefunc}</nowiki>===
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{{tip|The <nowiki><div></nowiki> and <nowiki><amplitude></nowiki> parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.}}
 
{{tip|The <nowiki><div></nowiki> and <nowiki><amplitude></nowiki> parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving. A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.}}
  
==Engine renderer features==
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==Renderer features==
This keywords controls various renderer features.
+
This keywords controls various parameters used by renderer and physics.
  
 
===dpOffsetMapping <nowiki><type> <scale> [<biastype> <biasvalue>]</nowiki>===
 
===dpOffsetMapping <nowiki><type> <scale> [<biastype> <biasvalue>]</nowiki>===
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===dpNoFog===
 
===dpNoFog===
 
Disables fog rendering for a surface.
 
Disables fog rendering for a surface.
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 +
==Transparent surfaces==
  
 
===dpPolygonOffset &lt;factor&gt; &lt;offset&gt;===
 
===dpPolygonOffset &lt;factor&gt; &lt;offset&gt;===
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{{tip|mod_q3shader_default_polygonfactor and mod_q3shader_default_polygonoffset controls default values.}}
 
{{tip|mod_q3shader_default_polygonfactor and mod_q3shader_default_polygonoffset controls default values.}}
 
 
===dpTransparentSort <nowiki><sort></nowiki>===
 
===dpTransparentSort <nowiki><sort></nowiki>===
 
Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.
 
Rendering of blended materials requires software sorting to keep the depth order of geometry. This keyword changes default distance sorting to allow for special effects.
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==Physics==
 
==Physics==
This keywords controls parameters for game physics.
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This keywords controls various parameters used by game physics.
  
 
===dpMeshCollisions===
 
===dpMeshCollisions===

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