gtkradiant/docs/manual/quake3/Terrain_Manual/pages/glossary.html

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<p align="center">Glossary</p>
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<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 &lt;metashadername&gt;_#.</p>
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<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 &lt;metashadername&gt;_#to#.</p>
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<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 <20> 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>
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<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>
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<p align="center">-26-</p>
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