Texture
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(Created page with "An image or graphic which can be applied to a surface. = See also = * Shader * Material system") |
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An image or graphic which can be applied to a surface. | An image or graphic which can be applied to a surface. | ||
− | = See also = | + | ==Level textures are skinframes== |
+ | |||
+ | In Darkplaces engine engine each level and model texture is represented by skinframe. | ||
+ | |||
+ | Skinframe is a set of images containing base texture and additional textures prefixed with special word and used to store additional information: | ||
+ | |||
+ | * _norm - [[normalmap]] texture for per pixel lighting (alpha stores heightmap for [[parallax mapping]]) | ||
+ | * _gloss - [[specular]] texture for per pixel lighting, can be in color (alpha stores gloss exponent) | ||
+ | * _glow - fullbrights or other glowing overlay stuff (this is done using additive blend, not alpha) | ||
+ | * _pants - pants overlay for colormapping on models, should be shades of grey (it is tinted by pants color) and black wherever the base texture is not black, as this is an additive blend | ||
+ | * _shirt - same idea as pants, but for shirt color | ||
+ | * _reflect - mask for cubemap reflection texture | ||
+ | |||
+ | Sample: | ||
+ | textures/inn/table.tga // base texture | ||
+ | textures/inn/table_norm.tga // normalmap | ||
+ | textures/inn/table_gloss.tga // specular texture | ||
+ | |||
+ | {{important|Skinframe is not a [[skin]].}} | ||
+ | |||
+ | ==See also== | ||
* [[Shader]] | * [[Shader]] | ||
− | * [[ | + | * [[Darkplaces material system]] |
+ | |||
+ | [[Category:Glossary]] | ||
+ | {{finished}} |
Latest revision as of 12:44, 1 August 2012
An image or graphic which can be applied to a surface.
[edit] Level textures are skinframes
In Darkplaces engine engine each level and model texture is represented by skinframe.
Skinframe is a set of images containing base texture and additional textures prefixed with special word and used to store additional information:
- _norm - normalmap texture for per pixel lighting (alpha stores heightmap for parallax mapping)
- _gloss - specular texture for per pixel lighting, can be in color (alpha stores gloss exponent)
- _glow - fullbrights or other glowing overlay stuff (this is done using additive blend, not alpha)
- _pants - pants overlay for colormapping on models, should be shades of grey (it is tinted by pants color) and black wherever the base texture is not black, as this is an additive blend
- _shirt - same idea as pants, but for shirt color
- _reflect - mask for cubemap reflection texture
Sample:
textures/inn/table.tga // base texture textures/inn/table_norm.tga // normalmap textures/inn/table_gloss.tga // specular texture
Important: Skinframe is not a skin.