This wiki was in read-only mode for many years, but can now be edited again. A lot of information will need to be updated.

TextureMatrix: Difference between revisions

From BZFlagWiki
Jump to navigation Jump to search
Tedius (talk | contribs)
Hello Texmats. Needs some work.
 
No edit summary
Line 16: Line 16:
|}
|}
Texture Matrix must be used in conjunction with the [[Material]] object using texmat.
Texture Matrix must be used in conjunction with the [[Material]] object using texmat.
valid parameters for a Material are:
<properties>
name=name for reference
scale=u/v freqs, u/v scales
spin=rotation freq
shift=u/v freqs
center=dynamic u/v center (for spin and scale)
fixedscale=time invariant u/v scale
fixedspin=time invariant rotation
fixedshift=time invariant u/v shift
</properties>


==Examples==
==Examples==

Revision as of 03:53, 9 November 2007

The texture matrix object allows you to define how a texture will appear in an material. It can be used to manipulate still (fixed) textures as well as animated ones.

Code

textureMatrix
name example_texmat
scale 0.0 0.0 1.0 1.0 # u/v freqs, u/v scales
spin 0.0 # rotation freq
shift 0.0 0.0 # u/v freqs
center 0.5 0.5 # dynamic u/v center (for spin and scale)  
fixedscale 0.0 0.0 # time invariant u/v scale
fixedspin 0.0 # time invariant rotation
fixedshift 0.0 0.0 # time invariant u/v shift
end

Texture Matrix must be used in conjunction with the Material object using texmat. valid parameters for a Material are: <properties> name=name for reference scale=u/v freqs, u/v scales spin=rotation freq shift=u/v freqs center=dynamic u/v center (for spin and scale) fixedscale=time invariant u/v scale fixedspin=time invariant rotation fixedshift=time invariant u/v shift </properties>

Examples

Texture Matrix is often used to create the appearance of flowing water or lava with the "shift" argument.