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        <title>assets:identifiers</title>
        <link>https://manual.dengine.net/assets/identifiers?rev=1490039435&amp;do=diff</link>
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        <dc:date>2018-12-15T18:35:20+00:00</dc:date>
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        <title>assets:low-level_image_filtering</title>
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        <description>Low-level image filtering

The Doomsday 2 file system supports basic image filtering operations. This means that image files associated with assets can be modified when they are loaded. The mechanism works with all assets.

To apply a filter operation, the following syntax is used:</description>
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        <title>assets:model</title>
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        <description>3D model assets

This page is about 3D model assets that can be rendered in the game world using the GL2 model renderer. The article applies to version 2.2. 

Doomsday 1.x supports only MD2/DMD models.

Models representing things (model.thing.*)

Example:
asset model.thing.possessed {
  path = &quot;possessed.md5mesh&quot;
}</description>
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        <title>assets:overview</title>
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        <description>Scripting with StateAnimator

This page describes how 3D model assets can be manipulated via Doomsday Script.

Introduction

The objects involved in 3D model rendering are:

	*  A map object. Any mobj in the map can be represented by a 3D model.
	*  3D model asset.</description>
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        <title>assets:shader</title>
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        <description>Shader

This article is about shader programs. Shaders are defined in ScriptedInfo files named shaders.dei.

Variables

Declaring a variable

Shader variables are uniforms, i.e, constants that can be changed at runtime without recompiling the shader.

Variables must be declared separately from their declaration in the shader source code. This lets Doomsday know which uniforms are intended to be externally modifiable. Also, Doomsday can initialize the variables to a specified initial values — use…</description>
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