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gamedev:skinproperties [2019/05/09 08:06] dragonlordgamedev:skinproperties [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 {{tag>graphic skin texture}} {{tag>graphic skin texture}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> **Skin Texture Properties**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> **Skin Texture Properties**
 </WRAP> </WRAP>
  
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 Constructed type allows to build images for properties using a CAD like interface. The graphic module creates the final images for use with textures from the constructed image at runtime. This allows to create modifications of existing textures or assembling complex textures from shared images without the need to go through a full art production pipeline. Furthermore constructed textures are useful to create 3 dimensional images. Constructed type allows to build images for properties using a CAD like interface. The graphic module creates the final images for use with textures from the constructed image at runtime. This allows to create modifications of existing textures or assembling complex textures from shared images without the need to go through a full art production pipeline. Furthermore constructed textures are useful to create 3 dimensional images.
  
-====== Renderables ======+===== Renderables =====
 In addition each texture property can be assigned a renderable name. Using static colors or images a texture is static and has the same look all the time. Using renderables though you can change individual texture properties on the fly during a game. The renderable name is not required to be unique and allows therefore to use a renderable content for more than one texture property simultaneously. Once specified the user can add a renderable to a component and fill it with appropriate values. A renderable overrules the static property as soon as the renderable name is not empty and a component contains a dynamic skin with a renderable of the same name. You can thus use a renderable to dynamically alter a texture property or let it be static if not used. This gives a lot of flexibility even if you don't know if a component is actually going to provide dynamic content or not. In addition each texture property can be assigned a renderable name. Using static colors or images a texture is static and has the same look all the time. Using renderables though you can change individual texture properties on the fly during a game. The renderable name is not required to be unique and allows therefore to use a renderable content for more than one texture property simultaneously. Once specified the user can add a renderable to a component and fill it with appropriate values. A renderable overrules the static property as soon as the renderable name is not empty and a component contains a dynamic skin with a renderable of the same name. You can thus use a renderable to dynamically alter a texture property or let it be static if not used. This gives a lot of flexibility even if you don't know if a component is actually going to provide dynamic content or not.
  
-====== Transforms ======+===== Transforms =====
 Each property can have a transfrom assigned. Transform are used to manipulate the incoming texture coordinates before they are used for texturing. Transforms are similar to sources in that they are also organized in a tree shape. The advantage of transforms is that they are very fast and produce textures looking dynamic although they are not. Whenever possible use first a transform to animate a texture and resort to renderables or even sources only if there is no other way. Each property can have a transfrom assigned. Transform are used to manipulate the incoming texture coordinates before they are used for texturing. Transforms are similar to sources in that they are also organized in a tree shape. The advantage of transforms is that they are very fast and produce textures looking dynamic although they are not. Whenever possible use first a transform to animate a texture and resort to renderables or even sources only if there is no other way.
  
gamedev/skinproperties.txt · Last modified: 2019/05/24 23:43 by dragonlord