Difference between revisions of "Texture (RW Section)"
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* [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] | * [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] | ||
+ | * [[Anisotrophy PLG (RW Section)|Anisotrophy]] | ||
== See also == | == See also == |
Revision as of 16:24, 15 December 2014
{{{NAME}}} | |
---|---|
RenderWare Stream Section | |
Vendor | {{{VENDORNAME}}} |
Module | {{{MODULENAME}}} |
Module ID | 0x{{{MODULEID}}}
|
Identifier | 0x{{{IDENTIFIER}}}
|
Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
|
Versions | All |
Hierarchy | |
Parents: None | |
Children: None | |
Extensions: None | |
File Format |
Texture is a container section used in DFF files as child of a material section or an Material Effects PLG section. The section itself does not store any data at all. All additional information get stored inside a struct section which directly follows this one as a child. A texture section is used to store identifying information about a texture and it's alpha layer.
Structure
The structure stores filtering and uv-addressing information for the texture.
1byte Texture filtering (Texture filtering modes) 4bit U-addressing 4bit V-addressing 1bit Does texture use mip levels 15bits padding
Texture filtering modes
0 - FILTERNAFILTERMODE (filtering is disabled) 1 - FILTERNEAREST (Point sampled) 2 - FILTERLINEAR (Bilinear) 3 - FILTERMIPNEAREST (Point sampled per pixel mip map) 4 - FILTERMIPLINEAR (Bilinear per pixel mipmap) 5 - FILTERLINEARMIPNEAREST (MipMap interp point sampled) 6 - FILTERLINEARMIPLINEAR (Trilinear)
Texture addressing modes
0 - TEXTUREADDRESSNATEXTUREADDRESS (no tiling) 1 - TEXTUREADDRESSWRAP (tile in U or V direction) 2 - TEXTUREADDRESSMIRROR (mirror in U or V direction) 3 - TEXTUREADDRESSCLAMP 4 - TEXTUREADDRESSBORDER
Child sections
There are always child sections which appear in the order they are listed here.
Extension
The section can also hold an extension which usualy holds an Sky Mipmap Val.