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@@ -26,7 +26,12 @@ Apart from the properties *Id*, *Position* and *Rotation* the following componen
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: This property should refer to the glTF *.gltf* or Collada *.dae* file that contains the mesh to use. If the file contains multiple meshes, only the first one is read.
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: This property should refer to the glTF *.gltf* or Collada *.dae* file that contains the mesh to use. If the file contains multiple meshes, only the first one is read.
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*Material*
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*Material*
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-: Set this property to a material you have created that is suitable for a textured 3D object. There is a built-in *model.material* file that you can use as a starting point.
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+: Set this property to a material you have created that is suitable for a textured 3D object. There are a number of built-in materials that you can use as a starting point:
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+
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+ * Use *model.material* for static non-instanced models
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+ * Use *model_instances.material* for static instanced models
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+ * Use *model_skinned.material* for skinned (animated) non-instanced models
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+ * Use *model_skinned_instances.material* for skinned (animated) instanced models
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*Texture*
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*Texture*
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: This property should point to the texture image file that you want applied to the object.
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: This property should point to the texture image file that you want applied to the object.
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@@ -92,7 +97,14 @@ A model also has a number of different properties that can be manipulated using
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3D software commonly allows you to set properties on your object vertices, like coloring and texturing. This information goes into the glTF *.gltf* or Collada *.dae* file that you export from your 3D software. Depending on the requirements of your game you will have to select and/or create appropriate and _performant_ materials for your objects. A material combines _shader programs_ with a set of parameters for rendering of the object.
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3D software commonly allows you to set properties on your object vertices, like coloring and texturing. This information goes into the glTF *.gltf* or Collada *.dae* file that you export from your 3D software. Depending on the requirements of your game you will have to select and/or create appropriate and _performant_ materials for your objects. A material combines _shader programs_ with a set of parameters for rendering of the object.
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-There is a simple 3D model material available in the built-in materials folder. If you need to create custom materials for your models, see the [Material documentation](/manuals/material) for information. The [Shader manual](/manuals/shader) contains information on how shader programs work.
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+There are a number of built-in materials that you can use as a starting point:
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+
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+ * Use *model.material* for static non-instanced models
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+ * Use *model_instances.material* for static instanced models
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+ * Use *model_skinned.material* for skinned (animated) non-instanced models
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+ * Use *model_skinned_instances.material* for skinned (animated) instanced models
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+
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+If you need to create custom materials for your models, see the [Material documentation](/manuals/material) for information. The [Shader manual](/manuals/shader) contains information on how shader programs work.
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### Material constants
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### Material constants
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