<html> <head> <meta http-equiv="Content-Type" content="text/html; charset=windows-1252"> <meta name="GENERATOR" content="Microsoft FrontPage 4.0"> <meta name="ProgId" content="FrontPage.Editor.Document"> <title>Glossary</title> </head> <body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF"> <b><font SIZE="5"> <p align="center">Glossary</p> <div align="right"> <table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10"> <tr> <td width="100%"> <b><font FACE="Times New Roman"> <p>Root Shader</font></b><font FACE="Times New Roman">: a shader that is part of a family of related shaders used to texture a terrain entity. It represents a terrain texture in its unblended state. The naming convention for a root shader is <metashadername>_#.</p> <b> <p>Blend Shader</b>: a shader that is part of a family of related shaders used to texture a terrain entity. It represents a terrain texture in its blended state, two textures that crossfade across each other. The naming convention for a blend shader is <metashadername>_#to#.</p> <b> <p>Metashader:</b> the identifying name of a group of related shaders used to texture a terrain entity. By way of example, the metashader name used to texture mpterra2 was � mpterra2. Its root shaders had names like mpterra2_0, mpterra2_1, and mpterra2_2. Its blend shaders were named mpterra2_0to1, mpterra2_1to2, and mpterra2_0to2.</p> </font> <p align="center"><a href="adding_bots.html">Back</a> - <a href="table_of_contents.html">Table of Contents</a> - <a href="new_or_revised_q3map_shader_comm.html">Q3Map Shader Commands</a></p> <p> </td> </tr> </table> </div> </font></b> <p> </p> <p> </p> <p align="center">-26-</p> </body> </html>