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Customizable material rendering #341

@rebb

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@rebb

The topic might sound scary, but this is sort of a "multi-level" suggestion, with different levels from "simplest" to "wtf bloat".

Currently special textures like trigger / clip / skip / water etc are being rendered like everything else in the map, as a fully opaque surface.

It could be useful to be able to define somewhere which textures are to be drawn in a special way and how. Possibly by having special configuration files which contain texture-names and their respective rendering options.

  • Level 1
    The "simplest" form would just offer a way to set certain textures to be semi-transparent.
    This already goes a long way for things like skip / clip / trigger / water etc, imo.
  • Level 2 ( aka the "Are you kidding me ?!" level )
    On top of being able to set if a texture/material is transparent, the user could set the name of a custom vertex/fragment shader to be used. Said custom shaders would get supplied by TrenchBroom with the same/similar basic uniform data, and as such would have to be set up in a similar way by the user.

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