Fulltext results:
- model @assets
- ugh. <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
- assets
- guidelines]] ===== Other resources ===== ; [[assets:shader]] : OpenGL shader program ===== Implementation status (1.15 →) ===== The asset system was first intro
- gl2_model_renderer @modding
- 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.
- reference @script
- e managing engine configuration and controlling [[assets:model#timelines|3D model asset animation]]. Dooms... following: * **Animating 3D models:** * [[assets:scripting_with_stateanimator|Initializing the animator of a thing (onInit)]] * [[assets:scripting_with_stateanimator|When receiving damage or when the thing state changes]] * [[assets:model#timelines|At specific points in time]]
- scripting_with_stateanimator @assets
- ====== 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