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matsys:cmat_manual:texturemapspecifications [2006-07-30 00:38]
127.0.0.1 (old revision restored)
matsys:cmat_manual:texturemapspecifications [2006-11-14 21:45]
Carsten Added the noCompression and forceCompression keyword descriptions
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   * **''​noScaleDown''​** specifies that the texture image is never scaled down, not even if the user selects a medium or low texture detail setting for tuning the graphics performance. Useful for fonts, HUDs, lightmaps (implicitly),​ some model textures (see example below), and everything else that must not get mixed up or blurred by image filtering. Also used e.g. for the Ca3DE splash screen logo, which would get blurred otherwise (look into ''​Games/​DeathMatch/​Materials/​Splash.cmat''​ if you want to toy around with it  a little :-) ).   * **''​noScaleDown''​** specifies that the texture image is never scaled down, not even if the user selects a medium or low texture detail setting for tuning the graphics performance. Useful for fonts, HUDs, lightmaps (implicitly),​ some model textures (see example below), and everything else that must not get mixed up or blurred by image filtering. Also used e.g. for the Ca3DE splash screen logo, which would get blurred otherwise (look into ''​Games/​DeathMatch/​Materials/​Splash.cmat''​ if you want to toy around with it  a little :-) ).
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 +  * **''​noCompression''​** exempts this texture image from being stored in a compressed format in video memory, even if the user generally enabled texture compression for tuning the graphics performance. \\ In the Ca3D-Engine,​ texture compression is by default enabled for all texture images except normal-maps. Although Ca3DE automatically selects and employs the latest and highest quality compression method that the graphics driver offers (this even works when the Ca3DE executable is //older// than the driver!), sometimes the compression process comes with some loss of image detail or introduces small artifacts. ''​noCompression''​ can then be used to ensure no compression for a particular texture.
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 +  * **''​useCompression''​** is more or less the opposite of ''​noCompression'':​ it turns compression back on. Normally there is no reason to ever use this keyword. It exits for symmetry to ''​noCompression''​ and because ''​noCompression''​ is the default for normal-maps:​ if you want to have compression enabled for a particular normal-map, specifying ''​useCompression''​ will turn it on. However, please note that compression artifacts in normal-maps tend to disturb the lighting computations so much that the generated output images drop to questionable quality. \\ Also note that ''​useCompression''​ is "​weak":​ If the user generally disables all compression,​ it will have no effect.
  
 The meaning of the ''​minFilter'',​ ''​magFilter'',​ ''​wrapS''​ and ''​wrapT''​ options is analogous to their respective meanings in the OpenGL and DirectX APIs. The OpenGL Programming Guide (the "Red Book") about OpenGL version 1.2 and higher has a good explanation about these options. Although the text is specific to OpenGL, the same concepts apply to the above mentioned options. The "Red Book" for version 1.1 does not address the ''​clampToEdge''​ option, but its text is available online at [[http://​www.rush3d.com/​reference/​opengl-redbook-1.1/​chapter09.html]]. The meaning of the ''​minFilter'',​ ''​magFilter'',​ ''​wrapS''​ and ''​wrapT''​ options is analogous to their respective meanings in the OpenGL and DirectX APIs. The OpenGL Programming Guide (the "Red Book") about OpenGL version 1.2 and higher has a good explanation about these options. Although the text is specific to OpenGL, the same concepts apply to the above mentioned options. The "Red Book" for version 1.1 does not address the ''​clampToEdge''​ option, but its text is available online at [[http://​www.rush3d.com/​reference/​opengl-redbook-1.1/​chapter09.html]].
matsys/cmat_manual/texturemapspecifications.txt ยท Last modified: 2013-01-07 12:07 (external edit)