From 25c5eac5e6ca1035db1eddd7bea9ac78531da57e Mon Sep 17 00:00:00 2001 From: David Thompson Date: Thu, 28 Dec 2023 11:23:49 -0500 Subject: Delete manuals! Good riddance! These are hosted on files.dthompson.us now! --- manuals/chickadee/Textures.html | 297 ---------------------------------------- 1 file changed, 297 deletions(-) delete mode 100644 manuals/chickadee/Textures.html (limited to 'manuals/chickadee/Textures.html') diff --git a/manuals/chickadee/Textures.html b/manuals/chickadee/Textures.html deleted file mode 100644 index 5b8e506..0000000 --- a/manuals/chickadee/Textures.html +++ /dev/null @@ -1,297 +0,0 @@ - - - - - - -Textures (The Chickadee Game Toolkit) - - - - - - - - - - - - - - - - - - - -
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5.3.2 Textures

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Textures are essentially images: a 2D grid of color values. However, -this is a great simplification. Textures can be used to store any -kind of data that can be encoded into color channels. The -(chickadee graphics texture) module provides an interface for -working with texture objects. -

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Procedure: load-image file [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] [#:transparent-color]
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Load the image data from file and return a new texture object. -

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min-filter and mag-filter describe the method that should -be used for minification and magnification when rendering, -respectively. Possible values are nearest and linear. -

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wrap-s and wrap-t describe how to interpret texture -coordinates that are greater than 1.0. Possible values are -repeat, mirrored-repeat, clamp, -clamp-to-border, and clamp-to-edge. -

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For color-keyed images (images where a specific color should be made -transparent), specify the appropriate transparent-color. -

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Procedure: texture? obj
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Return #t if obj is a texture. -

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Procedure: texture-region? obj
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Return #t if obj is a texture region. -

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Procedure: texture-parent texture
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If texture is a texture region, return the full texture that it -is based upon. Otherwise, return #f. -

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Procedure: texture-min-filter texture
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Return the minification filter for texture, either -nearest or linear. -

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Procedure: texture-mag-filter texture
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Return the magnification filter for texture, either -nearest or linear. -

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Procedure: texture-wrap-s texture
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Return the method used for wrapping texture coordinates along the X -axis for texture. -

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Possible wrapping methods: -

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  • repeat -
  • clamp -
  • clamp-to-border -
  • clamp-to-edge -
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Procedure: texture-wrap-t texture
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Return the method used for wrapping texture coordinates along the Y -axis for texture. -

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Procedure: texture-width texture
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Return the width of texture in pixels. -

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Procedure: texture-height texture
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Return the height of texture in pixels. -

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Procedure: current-texture-0
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Return the current texture associated with texture unit 0 on the GPU. -

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Procedure: current-texture-1
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Return the current texture associated with texture unit 1 on the GPU. -

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Procedure: current-texture-2
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Return the current texture associated with texture unit 2 on the GPU. -

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Procedure: current-texture-3
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Return the current texture associated with texture unit 3 on the GPU. -

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Procedure: current-texture-4
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Return the current texture associated with texture unit 4 on the GPU. -

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Variable: g:texture-0
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Render state for texture unit 0 (see Rendering Engine.) -

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Variable: g:texture-1
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Render state for texture unit 1 (see Rendering Engine.) -

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Variable: g:texture-2
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Render state for texture unit 2 (see Rendering Engine.) -

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Variable: g:texture-3
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Render state for texture unit 3 (see Rendering Engine.) -

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Variable: g:texture-4
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Render state for texture unit 4 (see Rendering Engine.) -

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5.3.2.1 Tile Atlases

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It is common practice to combine multiple bitmap images into a single -texture, known as a “tile atlas” or “tile set”, 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. -

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Procedure: split-texture texture tile-width tile-height [#:margin 0] [#:spacing 0]
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Return a new texture atlas that splits texture into a grid of -tile-width by tile-height rectangles. Optionally, each -tile may have spacing pixels of horizontal and vertical space -between surrounding tiles and the entire image may have margin -pixels of empty space around its border. -

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This type of texture atlas layout is very common for 2D tile maps. -See Tile Maps for more information. -

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Procedure: load-tileset file-name tile-width tile-height [#:margin 0] [#:spacing 0] [#:min-filter nearest] [#:mag-filter nearest] [#:wrap-s repeat] [#:wrap-t repeat] [#:transparent-color]
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Return a new texture atlas that splits the texture loaded from the -file file-name into a grid of tile-width by -tile-height rectangles. See load-image and -split-texture for information about all keyword arguments. -

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Procedure: texture-atlas? obj
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Return #t if obj is a texture atlas. -

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Procedure: texture-atlas-texture atlas
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Return the texture that all texture regions in atlas have been created from. -

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Procedure: texture-atlas-ref atlas index
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Return the texture region in atlas at index. -

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5.3.2.2 Cube Maps

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A cube map is a special type of texture composed of 6 images that can -be thought of as forming the 6 faces of a cube. See Skyboxes for a -practical use of cube maps. -

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Procedure: load-cube-map #:right #:left #:top #:bottom #:front #:back [#:min-filter linear-mipmap-linear] [#:mag-filter linear]
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Return a new cube map that uses the image data in the files -right, left, top, bottom, front, and -back for the 6 faces of the cube. -

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Procedure: cube-map? obj
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Return #t if obj is a cube map. -

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