<note>**Technical detail:** Even though the shader identifier begins with "model.", it won't be confused with model assets because shader definitions are always read from t... erBank'' where they are stored as compiled OpenGL shader objects. In other words, shaders and model assets exist in different namespaces.</note>
==== Vari... =
The ''render'' block is used to specify the [[shader]] that is used to render the model. If ''render.shader'' is omitted, the default one will be used ("model
cube map]] |
===== Other resources =====
: OpenGL shader program
===== Implementation status (1.15 →) =====
The asset system was first intro... for the GL2 model renderer.
In [[version:2.0]], assets were added for particle texture images and 3D mod
The GL2 model renderer is the primary user of [[assets:model|3D model assets]]. Whenever a [[assets:model|model asset]] is present in a loaded [[fs:package]], the model renderer load... yer weapons (psprites) use the ''model.weapon.*'' assets.
* //TODO//: other kinds of model assets, e.g.
This page describes how [[model|3D model assets]] can be manipulated via Doomsday Script.
===== ... to be made to the ''onStateChange'' method. |
| (shader variable)| Shader variables declared in the ''render'' block (e.g., ''uEmission'' above). |
| (pass).(variable)| Shader variables declared in rendering passes (e.g., ''b
assets/shader.txt · Last modified: 2017-08-26 19:58 by skyjake