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(Created page WIP) |
m (syntax for xml) |
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To apply an effect to a model or part of a model use: | To apply an effect to a model or part of a model use: | ||
<syntaxhighlight lang="xml"> | |||
<effect> | <effect> | ||
<inherits-from>Effects/light-cone</inherits-from> | <inherits-from>Effects/light-cone</inherits-from> | ||
<object-name>Cone</object-name> | <object-name>Cone</object-name> | ||
</effect> | </effect> | ||
</syntaxhighlight> | |||
where <inherits-from> </inherits-from> contains the path to the effect you want to apply. | where <inherits-from> </inherits-from> contains the path to the effect you want to apply. | ||
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Chrome, although now implemented as an effect, still retains the old method of application: | Chrome, although now implemented as an effect, still retains the old method of application: | ||
<syntaxhighlight lang="xml"> | |||
<animation> | <animation> | ||
<type>shader</type> | <type>shader</type> | ||
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<object-name>windscreen</object-name> | <object-name>windscreen</object-name> | ||
</animation> | </animation> | ||
</syntaxhighlight> | |||
in order to maintain backward compatibility. | in order to maintain backward compatibility. | ||
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the 'generate' clause is present in the effect file. Exemple : | the 'generate' clause is present in the effect file. Exemple : | ||
<syntaxhighlight lang="xml"> | |||
<generate> | <generate> | ||
<tangent type="int">6</tangent> | <tangent type="int">6</tangent> | ||
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<normal type="int">8</normal> | <normal type="int">8</normal> | ||
</generate> | </generate> | ||
</syntaxhighlight> | |||
Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'. | Valid subnodes of 'generate' are 'tangent', 'binormal' or 'normal'. | ||
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be bound to an attribute in the program clause, like this : | be bound to an attribute in the program clause, like this : | ||
<syntaxhighlight lang="xml"> | |||
<program> | <program> | ||
<vertex-shader>my_vertex_shader</vertex-shader> | <vertex-shader>my_vertex_shader</vertex-shader> | ||
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</attribute> | </attribute> | ||
</program> | </program> | ||
</syntaxhighlight> | |||
attribute names are whatever the shader use. The index is the one | attribute names are whatever the shader use. The index is the one |
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