|Engine Module Type String||Skin|
|Module Type Usage||Multiple Type|
Skin modules enable the Drag[en]gine to load a skin from a file or to save a skin to a file. Skin modules are Multiple Type Modules hence you can install more than one Skin module at the same time. Launchers typically search missing Skin modules for you so you have only those installed that your games really use.
Skin resources store informations about a series of textures that can be mapped to a 3D mesh. Textures contain a name which is used to link them against a model texture. The content of a texture is defined using properties. A property defines one aspect of a texture material like the diffuse color, the surface normal or transparency. The content of a property can be defined using a value, a color, an image or a renderable (sources will be added again later on). Skins can be either static or dynamic depending on which data type is used. Static textures are faster than dynamic ones.
The properties are not defined in a fix way by the engine. This way Graphic modules are free to interprate properties the way they want. This signifies especially that new material properties can be added to a Graphic module without changing the engine. The name of a property indicates the material property to alter. See the Wiki-Entry about List of Texture Properties for a list of all known texture properties.
Skin modules contain only two functions one for loading a skin from a file and the other for saving a skin to a file. There are no additional informations stored otherwise.
See the following classes to get started with Skin modules: