gtkradiant/docs/manual/quake3/Q3AShader_Manual/appendix/appA.html
TTimo 8037810110 transfer from internal tree r5311 branches/1.4-gpl
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
2007-09-12 18:54:28 +00:00

60 lines
1.7 KiB
HTML

<html>
<head>
<title>Quake III Arena Shader Manual: Appendix A</title>
<link rel = "stylesheet" type = "text/css" href = "../styles/q3rad.css">
</head>
<body>
<h1 class = "MsoTitle">Q3Radiant Shader Manual</h1>
<i>
TTimo<br>
2001.31.08<br>
</i>
<hr>
<h1>Appendix A: usage of targetShaderName and targetShaderNewName</h1>
<p>
The targetShaderName and targetShaderNewName keys can be used with any entity
that supports the target key (the entity instance does not actually have to use
the target key for these new keys to work). If both are defined, then when the
entity decides to activate its targets, all shaders/textures in the map that
were originally the same name as the targetShaderName value, will be changed to
the targetShaderNewName value.
</p>
<p>
For example this would make it look like the red light shader is "turning on":
</p>
<p>
"targetShaderName" "textures/proto2/redlight_off"<br>
"targetShaderNewName" "textures/proto2/redlight_on"
</p>
<p>
And this would turn it back off:
</p>
<p>
"targetShaderName" "textures/proto2/redlight_off"<br>
"targetShaderNewName" "textures/proto2/redlight_off"
</p>
<p>
Note that the ORIGINAL shader name is used in both instances, not whatever it
happens to be currently. Also, of course, this will happen globally. If the
mapper wanted to affect only a certain set of red lights, he/she would need to
make a unique shader name to be used with that set.
</p>
<p>
The code that supports these keys is in G_UseTargets in g_utils.c.
</p>
<p>
For more information, see this thread:<br>
<a href="http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9">
http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9
</a>
</p>