Fulltext results:
- model
- ssible material definition simply assigns texture maps to a mesh. Meshes can be identified using the names assigned to them in the model file, or with a ''... st mesh). <code> material.@0 { # ...textures maps... } </code> Example of multiple meshes, with o... <code> material { @0 { # ...textures maps... } @1 { # ...textures maps... } mesh_with_a_name { # ...textures ma
- shader
- ers are defined in [[modding:ScriptedInfo]] files named **shaders.dei**. ===== Variables ===== ==== D... declaration looks like this: variable uVariableName { value = 0.0 } The given initial value may eith... like: <code glsl> uniform highp float uVariableName; </code> ===== Built-in variables ===== The rend... ample: shader my_custom_shader { variable uMapTime {} ... The GLSL source code also needs t
- scripting_with_stateanimator
- ects involved in 3D model rendering are: * **A map object.** Any mobj in the map can be represented by a 3D model. * **3D model asset.** An asset defin... The model asset's ''animation'' block can define named [[model#timelines|script timelines]]. These can ... or an object. | | ''<nowiki>__thing__</nowiki>''| Map object being animated (when the asset is a ''mode