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        <title>ded:texture_environment</title>
        <link>https://manual.dengine.net/ded/texture_environment?rev=1489647029&amp;do=diff</link>
        <description>Texture Environment (DED)

A Texture Environment definition is used to link a set of Materials with an Environment.

Syntax

Texture Environment {
  Id = &quot;&quot;;
  &lt;material namespace&gt; {
    Id = &quot;&quot;;
  }
}
Id

Identifier of the environment. See Environment

&lt;material namespace&gt;

There can be any number of namespace groups inside each texture environment definition of multiple types. See</description>
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        <title>ded:environment</title>
        <link>https://manual.dengine.net/ded/environment?rev=1489647222&amp;do=diff</link>
        <description>Environment

An Environment defines a group of characteristics for various purposes in a map, such as the audio characteristics used to generate the 3D sound stage.

Presently the engine predefines the following named environments:
 Id  Reverb Characteristics</description>
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        <title>ded:reflection</title>
        <link>https://manual.dengine.net/ded/reflection?rev=1489648410&amp;do=diff</link>
        <description>Reflection (DED)

Any surface (flats or walls) can be rendered with shiny surface properties. This allows for some very interesting tricks to be created such as specular “reflections”. You can use a mask with the shiny surfaces to mask out areas of shininess but a mask can be used to also increase the effect of shininess on areas of a texture. Reflection definitions support the use of any of the new blending mode flags such as add and subtract.</description>
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