Difference between revisions of "Texture (RW Section)"
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| − | {{RW Section|Texture| | + | {{RW Section |
| + | | NAME = Texture | ||
| + | | VENDORNAME = Criterion Games | ||
| + | | MODULENAME = Core | ||
| + | | MODULEID = 000000 | ||
| + | | IDENTIFIER = 06 | ||
| + | | PARENTS = [[Material (RW Section)|Material]] | ||
| + | | CHILDREN = [[Struct (RW Section)|Struct]], [[String (RW Section)|String]] | ||
| + | | EXTENSIONS = [[Sky Mipmap Val (RW Section)|Sky Mipmap Val]], [[Anisotropy PLG (RW Section)|Anisotropy]] | ||
| + | }} | ||
'''Texture''' is a container section used in [[model file|DFF files]] as child of a [[Material (RW Section)|material section]] or an [[Material Effects PLG (RW Section)|Material Effects PLG]] section. The section itself does not store any data at all. All additional information get stored inside a [[Struct (RW Section)|struct section]] which directly follows this one as a child. A ''texture'' section is used to store the sampler state of a texture. | '''Texture''' is a container section used in [[model file|DFF files]] as child of a [[Material (RW Section)|material section]] or an [[Material Effects PLG (RW Section)|Material Effects PLG]] section. The section itself does not store any data at all. All additional information get stored inside a [[Struct (RW Section)|struct section]] which directly follows this one as a child. A ''texture'' section is used to store the sampler state of a texture. | ||
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* [[String (RW Section)|String]] – Holds the texture's name | * [[String (RW Section)|String]] – Holds the texture's name | ||
* [[String (RW Section)|String]] – Holds the texture's alpha layer name. | * [[String (RW Section)|String]] – Holds the texture's alpha layer name. | ||
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== 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]] | ||
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{{N|SA|VC|3}} | {{N|SA|VC|3}} | ||
Revision as of 11:36, 11 September 2020
| Texture | |
|---|---|
| RenderWare Stream Section | |
| Vendor | Criterion Games |
| Module | Core |
| Module ID | 0x000000
|
| Identifier | 0x06
|
| Chunk ID | 0x00000006
|
| Versions | All |
| Hierarchy | |
| Parents: Material | |
| Children: Struct, String | |
| Extensions: Sky Mipmap Val, Anisotropy | |
| 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 the sampler state of a texture.
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.