[Gtkradiant] [Bug 102] New: Documentation of targetShaderName and targetShaderNewName
gtkradiant@zerowing.idsoftware.com
gtkradiant@zerowing.idsoftware.com
Fri, 22 Jun 2001 03:50:58 -0500
http://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=102
Summary: Documentation of targetShaderName and
targetShaderNewName
Product: GtkRadiant
Version: 1.1-TA
Platform: All
URL:
OS/Version: All
Status: NEW
Status Whiteboard:
Keywords:
Resolution:
Severity: enhancement
Priority: P2
Component: web
AssignedTo: ttimo@idsoftware.com
ReportedBy: jbaxter@lemur.stanford.edu
Cf. this thread: http://www.quake3world.com/ubb/Forum6/HTML/014812.html#9
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.
For example this would make it look like the red light shader is "turning on":
"targetShaderName" "textures/proto2/redlight_off"
"targetShaderNewName" "textures/proto2/redlight_on"
And this would turn it back off:
"targetShaderName" "textures/proto2/redlight_off"
"targetShaderNewName" "textures/proto2/redlight_off"
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.
The code that supports these keys is in G_UseTargets in g_utils.c.
These keys have not been documented anywhere; it would be good to stick info
about them in the Radiant manual and in entities.def.