Updated tutorial_fixed_materials (markdown)

reduz 2014-06-20 13:42:09 -07:00
parent 9cb48b7916
commit 73a3e0c034

@ -85,8 +85,8 @@ When drawing points or lines, the size of them can be adjusted here per material
Almost all of the parameters above can have a texture assigned to them. There are four options to where they can get their UV coordinates:
* **UV Coordinates (UV Array)**: This is the regular UV coordinate array that was imported with the model.
* **UV x UV XForm **: UV Coordinates multiplied by the UV Xform matrix.
* **UV2 Coordinates **: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures.
* **UV x UV XForm**: UV Coordinates multiplied by the UV Xform matrix.
* **UV2 Coordinates**: Some imported models might have come with a second set of UV coordinates. These are common for detail textures or for baked light textures.
* **Sphere**: Spherical coordinates (difference of the normal at the pixel by the camera normal).
The value of every pixel of the texture is multiplied by the original param. This means that if a texture is loaded for diffuse, it will be multiplied by the color of the diffuse color parameter. Same applies to all the others except for specular exponent, which is replaced.