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* Chickadee: (chickadee).     Game programming toolkit for Guile.

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<a name="Textures"></a>
<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>
<hr>
<a name="Textures-1"></a>
<h4 class="subsection">2.3.1 Textures</h4>

<dl>
<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>
<p><var>min-filter</var> and <var>mag-filter</var> describe the method that should
be used for minification and magnification when rendering,
respectively.  Possible values are <code>nearest</code> and <code>linear</code>.
</p>
<p><var>wrap-s</var> and <var>wrap-t</var> describe how to interpret texture
coordinates that are greater than <code>1.0</code>.  Possible values are
<code>repeat</code>, <code>clamp</code>, <code>clamp-to-border</code>, and
<code>clamp-to-edge</code>.
</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>
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