Difference between revisions of "Anisotropy PLG (RW Section)"
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m (DK22Pac moved page Anisotrophy PLG (RW Section) to Anisotropy PLG (RW Section)) |
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{{RW Section|Anisotrophy PLG|0x0127}} | {{RW Section|Anisotrophy PLG|0x0127}} | ||
− | [[File:Gta anisot.png|300px|thumb|right| | + | [[File:Gta anisot.png|300px|thumb|right|Anisotropy filtering in GTA San Andreas. Left to right: filtering is disabled; 4x filtering; 16x filtering]] |
− | ''' | + | '''Anisotropy''' - a section in DFF and TXD files, which is an extension for [[Texture (RW Section)|Texture]] and [[Texture Native (RW Section)|Texture Native]] sections. This section allows you to use anisotropic filtering for texture. This section is used in GTA Vice City and GTA San Andreas. |
==Structure== | ==Structure== | ||
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This section takes 4 bytes and includes just one parameter - filtering level | This section takes 4 bytes and includes just one parameter - filtering level | ||
− | 4b | + | 4b anisotropyLevel - anisotropy level. In GTA San Andreas this parameter is usually set to 1. |
Revision as of 19:34, 18 January 2015
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Identifier | 0x{{{IDENTIFIER}}}
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Chunk ID | 0x{{{MODULEID}}}{{{IDENTIFIER}}}
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Versions | All |
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Anisotropy - a section in DFF and TXD files, which is an extension for Texture and Texture Native sections. This section allows you to use anisotropic filtering for texture. This section is used in GTA Vice City and GTA San Andreas.
Structure
This section takes 4 bytes and includes just one parameter - filtering level
4b anisotropyLevel - anisotropy level. In GTA San Andreas this parameter is usually set to 1.