Fulltext results:
- model
- as "3D model asset to be used for representing [[ded:thing]]s of type POSSESSED in the game world". The thing type must be one of the thing types defined in the loaded game. ===== Models representing player weapons (model.weapon.*) ===== E... r height (in world space) to be equivalent to the thing's height as defined in the [[ded:Thing]] definition. ===== Materials ===== In [[version:2.0]], model materials are collections of tex
- scripting_with_stateanimator
- hat the 3D model asset is in memory when it is needed. It also reads the asset definitions and passes o... rsed. For example, in a model asset called "model.thing.misc3", it could look like this:<code> script { record model.thing.misc3 () def onStateChange (animator, sta... the file could look like this:<code>record model.thing.misc3 () def onStateChange (animator, state)
- shader
- . This lets Doomsday know which uniforms are intended to be externally modifiable. Also, Doomsday can i... pace to view space. VGA aspect correction is included. The value of the uniform is updated once per fra... clarations in Doomsday's shader definition are needed). The values are updated for each model that is r... GLSL functions. Additional functions can be included as separate source files. Below is an example of