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Simulate the visual or tactile surface characteristics of a texture:
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NORMAL:
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Jump to SDL
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normal { NORMAL_BODY }
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NORMAL_BODY:
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[NORMAL_IDENTIFIER] [NORMAL_TYPE] [NORMAL_MODIFIERS]
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NORMAL_TYPE:
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NORMAL_PATTERN | BUMP_MAP
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NORMAL_PATTERN:
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NORMAL_LIST_PATTERN | MAP_PATTERN [F_DEPTH] [SLOPE_MAP] | MAP_PATTERN NORMAL_MAP
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NORMAL_LIST_PATTERN:
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brick NORMAL, NORMAL [BRICK_ITEMS] | brick [F_DEPTH] [BRICK_ITEMS]
| checker NORMAL, NORMAL | checker [F_DEPTH] | hexagon
NORMAL, NORMAL, NORMAL | hexagon [F_DEPTH] | object { LIST_OBJECT
NORMAL, NORMAL } | object { LIST_OBJECT } [F_DEPTH]
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NORMAL_MAP:
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normal_map { NORMAL_MAP_BODY } [BLEND_MAP_MODIFIERS]
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NORMAL_MAP_BODY:
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NORMAL_MAP_IDENTIFIER | NORMAL_MAP_ENTRY...
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There may be from 2 to 256 map entries.
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NORMAL_MAP_ENTRY:
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[ FLOAT NORMAL_BODY ]
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The brackets here are part of the map entry.
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SLOPE_MAP:
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slope_map { SLOPE_MAP_BODY } [BLEND_MAP_MODIFIERS]
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SLOPE_MAP_BODY:
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SLOPE_MAP_IDENTIFIER | SLOPE_MAP_ENTRY...
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There may be from 2 to 256 map entries.
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SLOPE_MAP_ENTRY:
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[ FLOAT, < F_HEIGHT, F_SLOPE > ]
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The brackets here are part of the map entry.
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BUMP_MAP:
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bump_map { BITMAP_IMAGE [BUMP_MAP_MODIFIERS] }
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BUMP_MAP_MODIFIERS:
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[BITMAP_MODIFIERS] & [BUMP_METHOD] & [bump_size FLOAT]
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BUMP_METHOD:
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use_index | use_color | use_colour
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NORMAL_MODIFIERS:
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[PATTERN_MODIFIERS] & [bump_size FLOAT] & [no_bump_scale [BOOL]]
& [accuracy FLOAT]
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