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Difference between revisions of "TextureMatrix"

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(Hmm... there appears to have been some confusion)
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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.
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A TextureMatrix, or texmat, when applied to a material, 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==
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== Code ==
 
{|
 
{|
 
|
 
|
textureMatrix
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textureMatrix
name example_texmat
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  name example_texmat
scale 0.0 0.0 1.0 1.0
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  scale 0.0 0.0 1.0 1.0 # u/v freqs, u/v scales
spin 0.0
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  spin 0.0 # rotation freq
shift 0.0 0.0
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  shift 0.0 0.0 # u/v freqs
center 0.5 0.5  
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  center 0.5 0.5 # dynamic u/v center (for spin and scale)
fixedscale 0.0 0.0
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  fixedscale 0.0 0.0 # time invariant u/v scale
fixedspin 0.0
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  fixedspin 0.0 # time invariant rotation
fixedshift 0.0 0.0
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  fixedshift 0.0 0.0 # time invariant u/v shift
end
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end
 
|}
 
|}
Texture Matrix must be used in conjunction with the [[Material]] object using texmat.
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valid parameters for a textureMatrix are:
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The valid parameters for textureMatrix are:
 
<properties>
 
<properties>
name=name for reference
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name=Name of the texmat, for reference
scale=u/v freqs, u/v scales
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scale=Causes texture to dynamically change it's size, parameters are u/v frequencies, then u/v scales.
spin=rotation freq
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spin=Cause a texture to spin around a center point, parameter is rotational frequency.
shift=u/v freqs
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shift=Causes texture to move linearly, parameters are u/v frequencies.
center=dynamic u/v center (for spin and scale)
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center=Central point for spin and scale
fixedscale=time invariant u/v scale
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fixedscale=Fixed scale, texture doesn't move with time.
fixedspin=time invariant rotation
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fixedspin=Fixed spin, texture doesn't move with time.
fixedshift=time invariant u/v shift
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fixedshift=Fixed shift, texture doesn't move with time.
 
</properties>
 
</properties>
  
==Examples==
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A textureMatrix can be called by adding 'texmat <name>' to a material containing a texture, like so:
Texture Matrix is often used to create the appearance of flowing water or lava with the "shift" argument.
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{|
 +
|
 +
material
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  name example_material
 +
  diffuse 1 1 1 1
 +
  texture caution
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  texmat example_texmat
 +
end
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|}
 +
 
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== Editor Support ==
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There are currently no supported editors: Texture Matrices will need to be added by hand in a text editor.
 +
 
 +
==History==
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The Physics object was added with the [[BZFlag 2.0.0|v2.0.0]] release of BZFlag.
  
 
[[Category:Map Making]]
 
[[Category:Map Making]]
[[Category:Map_Objects]]
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[[Category:Map Objects]]

Revision as of 21:05, 24 November 2007

A TextureMatrix, or texmat, when applied to a material, 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

The valid parameters for textureMatrix are:

name Name of the texmat, for reference
scale Causes texture to dynamically change it's size, parameters are u/v frequencies, then u/v scales.
spin Cause a texture to spin around a center point, parameter is rotational frequency.
shift Causes texture to move linearly, parameters are u/v frequencies.
center Central point for spin and scale
fixedscale Fixed scale, texture doesn't move with time.
fixedspin Fixed spin, texture doesn't move with time.
fixedshift Fixed shift, texture doesn't move with time.


A textureMatrix can be called by adding 'texmat <name>' to a material containing a texture, like so:

material
 name example_material
 diffuse 1 1 1 1
 texture caution
 texmat example_texmat
end

Editor Support

There are currently no supported editors: Texture Matrices will need to be added by hand in a text editor.

History

The Physics object was added with the v2.0.0 release of BZFlag.