OGRE Wiki
Support and community documentation for Ogre3D
Ogre Forums
ogre3d.org
Log in
Username:
Password:
CapsLock is on.
Remember me (for 1 year)
Log in
Home
Tutorials
Tutorials Home
Basic Tutorials
Intermediate Tutorials
Mad Marx Tutorials
In Depth Tutorials
Older Tutorials
External Tutorials
Cookbook
Cookbook Home
CodeBank
Snippets
Experiences
Ogre Articles
Libraries
Libraries Home
Alternative Languages
Assembling A Toolset
Development Tools
OGRE Libraries
List of Libraries
Tools
Tools Home
DCC Tools
DCC Tutorials
DCC Articles
DCC Resources
Assembling a production pipeline
Development
Development Home
Roadmap
Building Ogre
Installing the Ogre SDK
Setting Up An Application
Ogre Wiki Tutorial Framework
Frequently Asked Questions
Google Summer Of Code
Help Requested
Ogre Core Articles
Community
Community Home
Projects Using Ogre
Recommended Reading
Contractors
Wiki
Immediate Wiki Tasklist
Wiki Ideas
Wiki Guidelines
Article Writing Guidelines
Wiki Styles
Wiki Page Tracker
Ogre Wiki Help
Ogre Wiki Help Overview
Help - Basic Syntax
Help - Images
Help - Pages and Structures
Help - Wiki Plugins
Toolbox
Freetags
Categories
List Pages
Structures
Trackers
Statistics
Rankings
List Galleries
Ogre Lexicon
Comments
History: Syntax highlighting for Crimson
View page
Source of version: 2
(current)
Get and Install [http://www.crimsoneditor.com/|Crimson Editor]. Put the following 3 files on the correct places: {DL()} * __material.key__ under __Crimson Editor\spec\__ * __material.spc__ under __Crimson Editor\spec\__ * __extension.material__ under __Crimson Editor\link\__ {DL} ((User:SiENcE|SiENcE)): not all keywords are in, but it should be better than nothing. feel free to add keywords. --- material.key ~pp~[-COMMENT-:GLOBAL] # OGRE3D MATERIAL LANGUAGE KEYWORDS FILE FOR CRIMSON EDITOR # FIRST EDITED BY FLORIAN FISCHER^SiENcE on JULY 5TH, 2007 # UPDATED BY NILS on November, 11th, 2008 # # KW0=INTRINSIC FUNCTIONS; KW1=DATA TYPES; KW2=KEYWORD; KW3=SEMANTICS [KEYWORDS0:GLOBAL] material technique pass texture_unit vertex_program_ref fragment_program_ref shadow_caster_vertex_program_ref shadow_receiver_fragment_program_ref shadow_receiver_vertex_program_ref [KEYWORDS1:GLOBAL] int half float float2 float3 float4 float3x3 float3x4 float4x3 float4x4 double worldviewproj_matrix ambient_light_colour light_position_object_space light_diffuse_colour custom world_matrix_array_3x4 viewproj_matrix light_specular_colour camera_position_object_space light_position time [KEYWORDS2:GLOBAL] blend_diffuse_alpha src_texture src_current colour_blend on off alpha_blend none clamp linear always_pass wrap bilinear trilinear point mirror once_per_light add dest_colour zero replace combinedUVW spherical one separateUV cubic_reflection HDR true false scale_x scale_y sine shadow PF_BYTE_LA Input time_0_x anisotropic true false # culling mode clockwise anticlockwise front back # blend modes one zero dest_colour src_colour one_minus_dest_colour one_minus_src_colour dest_alpha src_alpha one_minus_dest_alpha one_minus_src_alpha # depth comparison always_fail always_pass less less_equal equal not_equal greater_equal greater # wave_xform xform_type scroll_x scroll_y rotate scale_x scale_y wave_type sine triangle square sawtooth inverse_sawtooth base frequency phase amplitude # shading flat gouraud phong # polygon mode solid wireframe points # fog_override type exp exp2 # iteration once once_per_light per_light per_n_lights # Pixel Formats (texture unit 'texture' semantic) PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_R3G3B2 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_A8B8G8R8 PF_B8G8R8A8 PF_R8G8B8A8 PF_X8R8G8B8 PF_X8B8G8R8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_R PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_R PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_SHORT_RGBA [KEYWORDS3:GLOBAL] param_named filtering cull_hardware cull_software depth_check texture max_anisotropy tex_address_mode colour_op_ex alpha_op_ex colour_op_multipass_fallback colour_op_ex set_texture_alias ambient diffuse specular emissive scene_blend env_map lighting cubic_texture point_sprites point_size point_size_attenuation depth_write alpha_rejection content_type depth_func tex_coord_set param_named_auto iteration colour_op scheme scroll_anim fog_override rotate_anim wave_xform~/pp~ material.spc ~pp~# OGRE3D MATERIAL LANGUAGE KEYWORDS FILE FOR CRIMSON EDITOR # FIRST EDITED BY FLORIAN FISCHER^SiENcE on JULY 5TH, 2007 # $CASESENSITIVE=NO $DELIMITERS=~`!@#$%^&*()-+=|\{}[]:;"',.<>/? $KEYWORDPREFIX=# $HEXADECIMALMARK=0x $ESCAPECHAR=$QUOTATIONMARK1=" $QUOTATIONMARK2=' $LINECOMMENT=// #$BLOCKCOMMENTON=/* #$BLOCKCOMMENTOFF=*/ $INDENTATIONON={ $INDENTATIONOFF=} #$PAIRS1=() #$PAIRS2=[] $PAIRS3={}~/pp~ extension.material ~pp~LANGSPEC:MATERIAL.SPC KEYWORDS:MATERIAL.KEY~/pp~
Search by Tags
Search Wiki by Freetags
Latest Changes
Random Particle Texture (HLSL)
Explosion
Using SDL Input
MovableText
-GLSL
HLSL
User:Nauk
Architecture and Design in Games
Terrain Howto
Intermediate Tutorial 4
...more
Search
Find
Advanced
Search Help
Online Users
71 online users