summaryrefslogtreecommitdiff
path: root/manuals/chickadee/Textures.html
diff options
context:
space:
mode:
Diffstat (limited to 'manuals/chickadee/Textures.html')
-rw-r--r--manuals/chickadee/Textures.html110
1 files changed, 105 insertions, 5 deletions
diff --git a/manuals/chickadee/Textures.html b/manuals/chickadee/Textures.html
index b9bb778..f7de7ab 100644
--- a/manuals/chickadee/Textures.html
+++ b/manuals/chickadee/Textures.html
@@ -1,6 +1,6 @@
<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
<html>
-<!-- Copyright (C) 2017 David Thompson davet@gnu.org
+<!-- Copyright (C) 2017, 2018, 2019 David Thompson davet@gnu.org
Permission is granted to copy, distribute and/or modify this document
under the terms of the GNU Free Documentation License, Version 1.3
@@ -13,6 +13,8 @@ A copy of the license is also available from the Free Software
Foundation Web site at http://www.gnu.org/licenses/fdl.html.
+* Chickadee: (chickadee). Game programming toolkit for Guile.
+
The document was typeset with
http://www.texinfo.org/ (GNU Texinfo).
-->
@@ -31,7 +33,7 @@ http://www.texinfo.org/ (GNU Texinfo).
<link href="index.html#SEC_Contents" rel="contents" title="Table of Contents">
<link href="Graphics.html#Graphics" rel="up" title="Graphics">
<link href="Sprites.html#Sprites" rel="next" title="Sprites">
-<link href="Rendering-Engine.html#Rendering-Engine" rel="prev" title="Rendering Engine">
+<link href="Graphics.html#Graphics" rel="prev" title="Graphics">
<style type="text/css">
<!--
a.summary-letter {text-decoration: none}
@@ -90,14 +92,14 @@ ul.no-bullet {list-style: none}
<a name="Textures"></a>
<div class="header">
<p>
-Next: <a href="Sprites.html#Sprites" accesskey="n" rel="next">Sprites</a>, Previous: <a href="Rendering-Engine.html#Rendering-Engine" accesskey="p" rel="prev">Rendering Engine</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
+Next: <a href="Sprites.html#Sprites" accesskey="n" rel="next">Sprites</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
</div>
<hr>
<a name="Textures-1"></a>
-<h4 class="subsection">2.3.2 Textures</h4>
+<h4 class="subsection">2.3.1 Textures</h4>
<dl>
-<dt><a name="index-load_002dimage"></a>Procedure: <strong>load-image</strong> <em><var>file</var> [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat]</em></dt>
+<dt><a name="index-load_002dimage"></a>Procedure: <strong>load-image</strong> <em>file [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat]</em></dt>
<dd>
<p>Load the image data from <var>file</var> and return a new texture object.
</p>
@@ -112,6 +114,104 @@ coordinates that are greater than <code>1.0</code>. Possible values are
</p>
</dd></dl>
+<dl>
+<dt><a name="index-texture_003f"></a>Procedure: <strong>texture?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a texture.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dregion_003f"></a>Procedure: <strong>texture-region?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a texture region.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dparent"></a>Procedure: <strong>texture-parent</strong> <em>texture</em></dt>
+<dd><p>If <var>texture</var> is a texture region, return the full texture that it
+is based upon. Otherwise, return <code>#f</code>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dmin_002dfilter"></a>Procedure: <strong>texture-min-filter</strong> <em>texture</em></dt>
+<dd><p>Return the minification filter for <var>texture</var>, either
+<code>nearest</code> or <code>linear</code>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dmag_002dfilter"></a>Procedure: <strong>texture-mag-filter</strong> <em>texture</em></dt>
+<dd><p>Return the magnification filter for <var>texture</var>, either
+<code>nearest</code> or <code>linear</code>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dwrap_002ds"></a>Procedure: <strong>texture-wrap-s</strong> <em>texture</em></dt>
+<dd><p>Return the method used for wrapping texture coordinates along the X
+axis for <var>texture</var>.
+</p>
+<p>Possible wrapping methods:
+</p><ul>
+<li> <code>repeat</code>
+</li><li> <code>clamp</code>
+</li><li> <code>clamp-to-border</code>
+</li><li> <code>clamp-to-edge</code>
+</li></ul>
+
+</dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dwrap_002dt"></a>Procedure: <strong>texture-wrap-t</strong> <em>texture</em></dt>
+<dd><p>Return the method used for wrapping texture coordinates along the Y
+axis for <var>texture</var>.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dwidth"></a>Procedure: <strong>texture-width</strong> <em>texture</em></dt>
+<dd><p>Return the width of <var>texture</var> in pixels.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002dheight"></a>Procedure: <strong>texture-height</strong> <em>texture</em></dt>
+<dd><p>Return the height of <var>texture</var> in pixels.
+</p></dd></dl>
+
+<p>It is common practice to combine multiple bitmap images into a single
+texture, known as a &ldquo;tile atlas&rdquo; or &ldquo;tile set&rdquo;, because it is more
+efficient to render many regions of a large texture than it is to
+render a bunch of small textures. Chickadee provides a tile atlas
+data type for collecting texture regions into a single vector.
+</p>
+<dl>
+<dt><a name="index-split_002dtexture"></a>Procedure: <strong>split-texture</strong> <em>texture tile-width tile-height [#:margin 0] [#:spacing 0]</em></dt>
+<dd>
+<p>Return a new texture atlas that splits <var>texture</var> into a grid of
+<var>tile-width</var> by <var>tile-height</var> rectangles. Optionally, each
+tile may have <var>spacing</var> pixels of horizontal and vertical space
+between surrounding tiles and the entire image may have <var>margin</var>
+pixels of empty space around its border.
+</p>
+<p>This type of texture atlas layout is very common for 2D tile maps.
+See <a href="Tile-Maps.html#Tile-Maps">Tile Maps</a> for more information.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002datlas_003f"></a>Procedure: <strong>texture-atlas?</strong> <em>obj</em></dt>
+<dd><p>Return <code>#t</code> if <var>obj</var> is a texture atlas.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002datlas_002dtexture"></a>Procedure: <strong>texture-atlas-texture</strong> <em>atlas</em></dt>
+<dd><p>Return the texture that all texture regions in <var>atlas</var> have been created from.
+</p></dd></dl>
+
+<dl>
+<dt><a name="index-texture_002datlas_002dref"></a>Procedure: <strong>texture-atlas-ref</strong> <em>atlas index</em></dt>
+<dd><p>Return the texture region in <var>atlas</var> at <var>index</var>.
+</p></dd></dl>
+
+<hr>
+<div class="header">
+<p>
+Next: <a href="Sprites.html#Sprites" accesskey="n" rel="next">Sprites</a>, Up: <a href="Graphics.html#Graphics" accesskey="u" rel="up">Graphics</a> &nbsp; [<a href="index.html#SEC_Contents" title="Table of contents" rel="contents">Contents</a>][<a href="Index.html#Index" title="Index" rel="index">Index</a>]</p>
+</div>