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Difference between revisions of "TextureMatrix"
From BZFlagWiki
Line 6: | Line 6: | ||
textureMatrix | textureMatrix | ||
name example_texmat | name example_texmat | ||
− | scale 0.0 0.0 1.0 1.0 | + | scale 0.0 0.0 1.0 1.0 |
− | spin 0.0 | + | spin 0.0 |
− | shift 0.0 0.0 | + | shift 0.0 0.0 |
− | center 0.5 0.5 | + | center 0.5 0.5 |
− | fixedscale 0.0 0.0 | + | fixedscale 0.0 0.0 |
− | fixedspin 0.0 | + | fixedspin 0.0 |
− | fixedshift 0.0 0.0 | + | fixedshift 0.0 0.0 |
end | end | ||
|} | |} |
Revision as of 03:54, 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 spin 0.0 shift 0.0 0.0 center 0.5 0.5 fixedscale 0.0 0.0 fixedspin 0.0 fixedshift 0.0 0.0 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.