Difference between revisions of "TextureMatrix"

From BZFlagWiki
Jump to: navigation, search
(Hello Texmats. Needs some work.)
 
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:

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


Examples

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