Difference between revisions of "Texture (RW Section)"

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m (Structure)
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== Structure ==
 
== Structure ==
  
The structure stores filtering information for the texture.
+
The structure stores filtering and uv-addressing information for the texture.
  
  2b - WORD  - Filter flags
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  1byte Texture filtering (Texture filtering modes)
  2b - WORD  - Unknown (Platform?)
+
  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 ==
 
== Child sections ==

Revision as of 16:23, 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.

  • String – Holds the texture's name
  • String – Holds the texture's alpha layer name.

Extension

The section can also hold an extension which usualy holds an Sky Mipmap Val.

See also