Fulltext results:
- map_object_reference @xg
- used to refer to the height (Z coordinate) of a [[material]] among the referenced surfaces. When using spref... ding to a value specified with a [[line]]'s top [[material]] offset (interpreting it as a logical map index)... e. | | [[.refs:ldref_top_offsetx|top_offsetx]]| [[material]] X offset of the front [[side]]'s top section. | | [[.refs:ldref_top_offsety|top_offsety]]| [[material]] Y offset of the front [[side]]'s top section. |
- reference @script
- e shader variables, render passes, and the active material * **Application:** * Loading fonts * Ca
- model @assets
- te) fullbright state. Default to ''False''. | | ''material.*''| Material definitions. Each material specifies texture maps for all the meshes in the model. | | ''animation.''(state... materials are collections of texture images: each material specifies a set of texture maps for each of the m
- 2.2 @version
- a Doomsday update. ===== Fixes ===== * [[ded:material#light_110|Light decorations]] were not being rend
- wall_texture @xg:class
- #REDIRECT wall_material
- plane_texture @xg:class
- #REDIRECT plane_material
- wall_material @xg:class
- ====== Wall material (XG class) ====== Class = wall_material Changes the [[material]] of the referenced lines. ===== Parameters ===== ^ Prm^ Name^ Type^ Meaning | ... { ID = 5001 Comment = "Set front mid material alpha to 50%" Flags = player_cross Fl
- scripting_with_stateanimator @assets
- ted (when the asset is ''model.weapon.*''). | | ''material'' | Material to use when drawing, unless a rendering pass specifies another one. | | ''notifiedStates'' | N... ss records (e.g., ''body.enabled''). | | (pass).''material''| Material to use when drawing a rendering pass (if declared in the definition). | ===== StateAnimator m
- 1.10 @version
- terials system to include animations as part of a material. * Fixed several [[detailed_list_of_changes_in
- ded
- group|Group]] | | Used for texture animations and material precaching. | |:::| [[ded:light|Light]] | | | |:::| [[ded:material|Material]] | [[version:1.9.7]] | | |:::| [[ded:model|Model]] | | | |:::| [[ded:generator|Particle generato
- sector_type @ded
- ffects player mobjs. Wind will blow and the floor material will scroll, in the direction that sector line with the act tag 9999 is pointing. Material scrolling and wind speed are synchronized. This g
- examples @xg
- he same as lsref_line_tagged. ===== Change wall material ===== <code> Line Type { ID = 5070 Flags
- 1.9.0-beta6 @version
- * When drawing the console, if a background [[material]] is set, it would also be used on both the borde... nd have been removed. * Only look up surface material names once and use their symbolic names thereafte... should be considered depreciated. * Abstract [[material]]s system wraps [[texture]], [[flat]] and [[sprit... OOM.exe rendering trick; non-clipping of middle [[material]]s on twosided [[linedef]]s by sky [[surface]] [[
- 1.9.0-beta6.1 @version
- t a warning message about unknown gltextures in [[material]] definitions even when found. * Fixed: [[material]] definitions referencing [[sprite]] [[patch]]es not ... 646632&group_id=74815&atid=542099). * Fixed: [[material]] changes on [[sidedef]] [[surface]]s as a result... objlinks over two-sided linedefs when the middle material on the back side of the spread direction complete
- 1.9.0-beta6.3 @version
- V when attempting to draw a world surface using a material whose primary texture has an alpha channel and al... ected. ==== dpWADMapLoader ==== * Allow any material on any world surface when loading DOOM/Hexen form