Documentation: Remove the header names from certain sections of material commands.

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Marco Cawthorne 2022-10-17 13:33:16 -07:00
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commit 2196047f3c
Signed by: eukara
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46 changed files with 98 additions and 98 deletions

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# Materials: Commands {#mat_commands}
## alphafunc
### Syntax {#syntax}
### Syntax
**alphaFunc <func>**
### Overview {#overview}
### Overview
Determines the alpha test function used when rendering this surface.

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# Materials: Commands {#mat_commands}
## alphagen
### Syntax {#syntax}
### Syntax
**alphaGen <func>**
### Overview {#overview}
### Overview
The alpha channel can be specified like the [rgb
channels](rgbGen). If not specified, it

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## blendfunc
![OpenGL blending cheat-sheet](gl_blendmodes.jpg "from zanir.wz.cz/?p=60")
### Syntax {#syntax}
### Syntax
**blendFunc <simplefunc>**
**blendFunc <srcBlend> <destBlend>**
### Overview {#overview}
### Overview
Blend functions are the keyword commands that tell the renderer how
graphic layers are to be mixed together.
### Usage {#usage}
### Usage
#### Simplified blend functions {#simplified_blend_functions}

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# Materials: Commands {#mat_commands}
## cull
### Syntax {#syntax}
### Syntax
**cull <side>**
### Overview {#overview}
### Overview
Every surface of a polygon has two sides, a front and a back. Typically,
we only see the front or "out" side. For example, a solid block you only

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# Materials: Commands {#mat_commands}
## deformvertexes
### Syntax {#syntax}
### Syntax
**deformVertexes <func>**
### Overview {#overview}
### Overview
This command performs a general deformation on the surface's vertexes,
changing the actual shape of the surface before drawing the shader

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# Materials: Commands {#mat_commands}
## depthfunc
### Syntax {#syntax}
### Syntax
**depthFunc <func>**
### Overview {#overview}
### Overview
This controls the depth comparison function used while rendering.

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# Materials: Commands {#mat_commands}
## depthwrite
### Syntax {#syntax}
### Syntax
**depthWrite**
### Overview {#overview}
### Overview
By default, writes to the depth buffer when
[depthFunc](depthFunc) passes will happen

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# Materials: Commands {#mat_commands}
## diffusemap
### Syntax {#syntax}
### Syntax
**diffusemap <texturepath/texturename>**
### Overview {#overview}
### Overview
Specifies the default texture asset to use on the diffuse/albedo pass of
the material. This is the base texture in most cases. Some special
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### See also {#see_also}
- [normalmap](normalmap)
- [specularmap](specularmap)
- [fullbrightmap](fullbrightmap)
- [uppermap](uppermap)
- [lowermap](lowermap)
- [reflectmask](reflectmask)
- [reflectcube](reflectcube)
- [normalmap](Documentation/Materials/commands/normalmap.md)
- [specularmap](Documentation/Materials/commands/specularmap.md)
- [fullbrightmap](Documentation/Materials/commands/fullbrightmap.md)
- [uppermap](Documentation/Materials/commands/uppermap.md)
- [lowermap](Documentation/Materials/commands/lowermap.md)
- [reflectmask](Documentation/Materials/commands/reflectmask.md)
- [reflectcube](Documentation/Materials/commands/reflectcube.md)

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# Materials: Commands {#mat_commands}
## fogparms
### Syntax {#syntax}
### Syntax
**fogParms <red value> <green value> <blue value> <distance to opaque>**
### Overview {#overview}
### Overview
**Note**: you must also specify "surfaceparm fog" to cause
[vmap](vmap) to identify the surfaces inside the volume.

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# Materials: Commands {#mat_commands}
## fte_clutter
### Syntax {#syntax}
### Syntax
**fte_clutter <model> <spacing> <scale min> <scale max> <z offset>
<angle min> <angle max>**
### Overview {#overview}
### Overview
Similar to [vmap_surfaceModel (Material
Command)](vmap_surfaceModel), however

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# Materials: Commands {#mat_commands}
## fullbrightmap
### Syntax {#syntax}
### Syntax
**fullbrightmap <texturepath/texturename>**
### Overview {#overview}
### Overview
The texture is essentially a fullbright overlay on top of the
diffuse/albedomap.

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# Materials: Commands {#mat_commands}
## nomipmaps
### Syntax {#syntax}
### Syntax
**noMipmaps**
### Overview {#overview}
### Overview
This implies [noPicMip](noPicMip), but
also prevents the generation of any lower resolution mipmaps for use by

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# Materials: Commands {#mat_commands}
## nopicmip
### Syntax {#syntax}
### Syntax
**noPicMip**
### Overview {#overview}
### Overview
This causes the texture to ignore user-set values for the gl_picmip cvar
command. The image will always be high resolution. Example: Used to keep

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# Materials: Commands {#mat_commands}
## normalmap
### Syntax {#syntax}
### Syntax
**normalmap <texturepath/texturename>**
### Overview {#overview}
### Overview
Specifies the default texture to use for any normalmap operations. This
depends heavily on which [GLSL program](Shaders) is used

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# Materials: Commands {#mat_commands}
## polygonoffset
### Syntax {#syntax}
### Syntax
**polygonOffset <value>**
### Overview {#overview}
### Overview
Surfaces rendered with the polygonOffset keyword are rendered slightly
off the polygon's surface. This is typically used for wall markings and

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# Materials: Commands {#mat_commands}
## portal
### Syntax {#syntax}
### Syntax
**portal**
### Overview {#overview}
### Overview
Specifies that this texture is the surface for a portal or mirror. In
the game map, a portal entity must be placed directly in front of the

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# Materials: Commands {#mat_commands}
## reflectcube
### Syntax {#syntax}
### Syntax
**reflectcube <texturepath/cubemapname>**
### Overview {#overview}
### Overview
Specifies which cubemap to use on this material. By default, the engine
will pass the nearest in-world cubemap instead.

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# Materials: Commands {#mat_commands}
## reflectmask
### Syntax {#syntax}
### Syntax
**reflectmask <texturepath/texturename>**
### Overview {#overview}
### Overview
Defines a texture that specifies which parts of a material will reveal a
reflective material, such as a

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# Materials: Commands {#mat_commands}
## rgbgen
### Syntax {#syntax}
### Syntax
**rgbGen <func>**
**rgbGen wave <func> <base> <amp><phase> <freq>**
### Overview {#overview}
### Overview
Defines what vertex colors are set to for any given surface.

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# Materials: Commands {#mat_commands}
## skyparms
### Overview {#overview}
### Overview
**skyParms <farbox> <cloudheight> <nearbox>**

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# Materials: Commands {#mat_commands}
## sort
### Syntax {#syntax}
### Syntax
**sort <value>**
### Overview {#overview}
### Overview
Use this keyword to fine-tune the depth sorting of materials as they are
compared against other materials in the game world. The basic concept is

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# Materials: Commands {#mat_commands}
## specularmap
### Syntax {#syntax}
### Syntax
**specularmap <texturepath/texturename>**
### Overview {#overview}
### Overview
Can set the specularity of the surface in relation to dlights.
Specularity is the intensity of the light reflecting off the surface. In

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# Materials: Commands {#mat_commands}
## surfaceparm
### Overview {#overview}
### Overview
The surfaceparm keyword is not only read by the VMAP compiler, but also
by the renderer. A few keywords will only apply to any one of them.

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# Materials: Commands {#mat_commands}
## tcgen
### Syntax {#syntax}
### Syntax
**tcGen <coordinate source>**
### Overview {#overview}
### Overview
Specifies how texture coordinates are generated and where they come
from. Valid functions are **base**, **lightmap** and **environment**.

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# Materials: Commands {#mat_commands}
## tcmod
### Syntax {#syntax}
### Syntax
**tcMod <func> &lt;&gt;**
### Overview {#overview}
### Overview
Specifies how texture coordinates are modified after they are generated.

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# Materials: VMap Commands {#mat_vmap}
## vmap_backmaterial
### Syntax {#syntax}
### Syntax
**vmap_backMaterial <material>**
### Overview {#overview}
### Overview
This allows a brush surface to use a different material when you are
inside it looking out.

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# Materials: VMap Commands {#mat_vmap}
## vmap_backsplash
### Syntax {#syntax}
### Syntax
**vmap_backsplash <percent> <distance>**
### Overview {#overview}
### Overview
Controls the percentage of [surface
light](vmap_surfaceLight) backsplash (how

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# Materials: VMap Commands {#mat_vmap}
## vmap_basematerial
### Syntax {#syntax}
### Syntax
**vmap_baseMaterial <material>**
### Overview {#overview}
### Overview
Copies the vmap_/surfaceparm commands from the specified material into
this one.

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# Materials: VMap Commands {#mat_vmap}
## vmap_bounce
### Syntax {#syntax}
### Syntax
**vmap_bounce <scale>**
### Overview {#overview}
### Overview
Specifies the fraction of light to re-emit during a bounce pass on this
surface.

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# Materials: VMap Commands {#mat_vmap}
## vmap_clonematerial
### Syntax {#syntax}
### Syntax
**vmap_cloneMaterial <material>**
### Overview {#overview}
### Overview
A material with this directive will inherit the target material's
properties and appearance. **Be careful, this can lead to an infinite

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# Materials: VMap Commands {#mat_vmap}
## vmap_invert
### Syntax {#syntax}
### Syntax
**vmap_invert**
### Overview {#overview}
### Overview
Inverts a surface normal. Works on brush faces, models and patches. Used
in celshading to achieve the inverted backfacing hull.

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightimage
### Syntax {#syntax}
### Syntax
**vmap_lightImage <texturepath>**
### Overview {#overview}
### Overview
By default, surface lights use the average color of the source image to
generate the color of the light. vmap_lightImage specifies an alternate

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightmapfilterradius
### Syntax {#syntax}
### Syntax
**vmap_lightmapFilterRadius <lightmap filter radius>
<light filter radius>**
### Overview {#overview}
### Overview
This is usually used on [light emitting
materials](vmap_surfaceLight) to

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightmapmergable
### Syntax {#syntax}
### Syntax
**vmap_lightmapMergable**
### Overview {#overview}
### Overview
When specified, the compiler will attempt to merge all surfaces using
this material together onto lightmap sheets. This can drastically reduce

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightmapsampleoffset
### Syntax {#syntax}
### Syntax
**vmap_lightmapSampleOffset <float>**
### Overview {#overview}
### Overview
Takes a single parameter, defaulting to 1.0, which specifies how many
units off a surface should the compiler sample lighting from. Use larger

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightmapsamplesize
### Syntax {#syntax}
### Syntax
**vmap_lightmapSampleSize <int>**
### Overview {#overview}
### Overview
Surfaces using a material with this option will have the pixel size of
the lightmaps set to N world grid units. This option can be used to

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightrgb
### Syntax {#syntax}
### Syntax
**vmap_lightRGB <red color> <green color> <blue color>**
### Overview {#overview}
### Overview
Alternative to [vmap_lightImage (Material
Command)](vmap_lightImage) and the

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# Materials: VMap Commands {#mat_vmap}
## vmap_lightsubdivide
### Syntax {#syntax}
### Syntax
**q3map_lightSubdivide <units>**
### Overview {#overview}
### Overview
Used on surface lights (see [vmap_surfaceLight (Material
Command)](vmap_surfaceLight)). Controls

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# Materials: VMap Commands {#mat_vmap}
## vmap_nodirty
### Syntax {#syntax}
### Syntax
**vmap_nodirty**
### Overview {#overview}
### Overview
This surface is not affected by dirt-mapping. The compiler baked variant
of ambient occlusion.

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# Materials: VMap Commands {#mat_vmap}
## vmap_offset
### Syntax {#syntax}
### Syntax
**vmap_offset <float>**
### Overview {#overview}
### Overview
Offsets a surface along the vertex normals by N.N units. Used in
celshading for those black edges. This is the sort-of the compiler

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# Materials: VMap Commands {#mat_vmap}
## vmap_remapmaterial
### Syntax {#syntax}
### Syntax
**vmap_remapMaterial <material>**
### Overview {#overview}
### Overview
Allows the material to later become known as the specified material.

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# Materials: VMap Commands {#mat_vmap}
## vmap_shadeangle
### Syntax {#syntax}
### Syntax
**vmap_shadeAngle <degrees>**
### Overview {#overview}
### Overview
In short: At which angle the phong shading on a material breaks. If you
set it to 0, basically no phong shading will ever be performed. The

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# Materials: VMap Commands {#mat_vmap}
## vmap_surfacelight
### Syntax {#syntax}
### Syntax
**vmap_surfacelight <intensity>**
### Overview {#overview}
### Overview
The texture gives off light equal to the value set for it. The relative
surface area of the texture in the world affects the actual amount of

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# Materials: VMap Commands {#mat_vmap}
## vmap_surfacelightdistance
### Syntax {#syntax}
### Syntax
**vmap_surfaceLightDistance <scale>**
### Overview {#overview}
### Overview
Increases the range of a surfacelight. This is different from increasing
the [vmap_surfaceLight (Material

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# Materials: VMap Commands {#mat_vmap}
## vmap_surfacemodel
### Syntax {#syntax}
### Syntax
**vmap_surfaceModel <modelpath> <density> <odds> <minscale> <maxscale>
<minangle> <maxangle> <oriented>**
### Overview {#overview}
### Overview
A surface with vmap_surfaceModel in its shader will randomly place a
specified model across it's face. This is designed to place grass or

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# Materials: Compiler Commands {#mat_vmap}
## vmap_tesssize
### Syntax {#syntax}
### Syntax
**vmap_tessSize <amount>**
### Overview {#overview}
### Overview
Formely known as just **tessSize**.