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git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
52 lines
1.8 KiB
HTML
52 lines
1.8 KiB
HTML
<html>
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<head>
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<meta http-equiv="Content-Type" content="text/html; charset=windows-1252">
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<meta name="GENERATOR" content="Microsoft FrontPage 4.0">
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<meta name="ProgId" content="FrontPage.Editor.Document">
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<title>Glossary</title>
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</head>
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<body background="../pics/background.jpg" text="#FFFFFF" link="#FFFFFF" vlink="#FFFFFF" alink="#FFFFFF">
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<b><font SIZE="5">
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<p align="center">Glossary</p>
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<div align="right">
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<table border="1" cellspacing="1" width="100%" bordercolor="#808080" bgcolor="#000000" cellpadding="10">
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<tr>
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<td width="100%">
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<b><font FACE="Times New Roman">
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<p>Root Shader</font></b><font FACE="Times New Roman">: a shader that is part of
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a family of related shaders used to texture a terrain entity. It represents a
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terrain texture in its unblended state. The naming convention for a root shader
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is <metashadername>_#.</p>
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<b>
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<p>Blend Shader</b>: a shader that is part of a family of related shaders used
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to texture a terrain entity. It represents a terrain texture in its blended
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state, two textures that crossfade across each other. The naming convention for
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a blend shader is <metashadername>_#to#.</p>
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<b>
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<p>Metashader:</b> the identifying name of a group of related shaders used to
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texture a terrain entity. By way of example, the metashader name used to texture
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mpterra2 was … mpterra2. Its root shaders had names like mpterra2_0,
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mpterra2_1, and mpterra2_2. Its blend shaders were named mpterra2_0to1,
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mpterra2_1to2, and mpterra2_0to2.</p>
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</font>
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<p align="center"><a href="adding_bots.html">Back</a> - <a href="table_of_contents.html">Table
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of Contents</a> - <a href="new_or_revised_q3map_shader_comm.html">Q3Map Shader
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Commands</a></p>
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<p> </td>
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</tr>
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</table>
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</div>
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</font></b>
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<p> </p>
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<p> </p>
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<p align="center">-26-</p>
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</body>
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</html>
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