Fulltext results:
- model
- fault to render all 3D models. It supports normal maps, specular reflections, and emitted light. It is possible to render the model with a differ... reflection parameters. The color of the reflected light is multiplied by the specular map RGB. The sharpness of the reflection is determine... 55 produces a very sharp/small one. | | ''emissiveMap''| Path of the RGBA image that contains additional light on the surface. This is simply added to the pixel colors after ambient, diffuse, and specular light is calculated. | Example: <code> asset model.t
- shader
- ample: shader my_custom_shader { variable uMapTime {} ... The GLSL source code also needs t... le below. ^ Variable ^ Type ^ Description | | ''uMapTime''| float | Time in the current map, in seconds since the map was started. Does not increase while the game is paused. | | ''uProjectionMa