Difference between revisions of "Texture (RW Section)"
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=== Extension === | === Extension === | ||
− | The section can also hold an extension which | + | The section can also hold an extension which usually holds a ''Sky Mipmap Val''. |
* [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] | * [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]] | ||
− | * [[ | + | * [[Anisotropy PLG (RW Section)|Anisotropy]] |
== See also == | == See also == | ||
* [[Material (RW Section)|Material]] | * [[Material (RW Section)|Material]] | ||
* [[Material Effects PLG (RW Section)|Material Effects PLG]] | * [[Material Effects PLG (RW Section)|Material Effects PLG]] | ||
− | * [[ | + | * [[RenderWare binary stream file|RW file format specification]] |
− | {{N|SA|VC}} | + | {{N|SA|VC|3}} |
− |
Revision as of 21:40, 22 January 2017
{{{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 usually holds a Sky Mipmap Val.