Difference between revisions of "LavishGUI:Textures"
Jump to navigation
Jump to search
(→Others) |
|||
(2 intermediate revisions by the same user not shown) | |||
Line 10: | Line 10: | ||
=== Attributes === | === Attributes === | ||
− | * FileName | + | * '''FileName''' |
: Image filename. The image may be any of those supported by Direct3D's D3DX library: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga | : Image filename. The image may be any of those supported by Direct3D's D3DX library: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga | ||
− | * ColorKey | + | * '''ColorKey''' |
: 32-bit color to consider transparent | : 32-bit color to consider transparent | ||
Line 19: | Line 19: | ||
=== Properties === | === Properties === | ||
==== Rectangle ==== | ==== Rectangle ==== | ||
− | * Left | + | * '''Left''' |
: Leftmost pixel of the base image to use for this texture | : Leftmost pixel of the base image to use for this texture | ||
− | * Right | + | * '''Right''' |
: Rightmost pixel of the base image to use for this texture | : Rightmost pixel of the base image to use for this texture | ||
− | * Top | + | * '''Top''' |
: Topmost pixel of the base image to use for this texture | : Topmost pixel of the base image to use for this texture | ||
− | * Bottom | + | * '''Bottom''' |
: Bottom-most pixel of the base image to use for this texture | : Bottom-most pixel of the base image to use for this texture | ||
==== Others ==== | ==== Others ==== | ||
− | * Alpha | + | * '''Alpha''' |
− | : Overall alpha level of this texture (0 to | + | : Overall alpha level of this texture |
− | * Border | + | :'''Note on Alpha.''' Element alpha is given as a floating point value, with 0 being transparent and 1 being opaque. Each element will be this number times as opaque as its parent. This means that an element with 0.5 can have a child with an alpha level of 2.0, and the resulting alpha level of the child will be 1.0 (e.g. 0.5*2.0=1.0). This value is carried to all descendants during rendering, so if that same child with the value of 2.0 but calculated alpha of 1.0 had its own child with a value of 0.5, the math would be 1.0*0.5=0.5. Note that any value over 1 is going to appear the same as 1 (they do not get any more opaque). Additionally, a fade effect is available for all elements as well, with automatic fading based on mouse position |
+ | * '''Border''' | ||
: Uniform size, in pixels, of the border area of this texture. The border will be separately scaled from the non-border area to allow a single texture to be used for a control without ugly stretching effects. | : Uniform size, in pixels, of the border area of this texture. The border will be separately scaled from the non-border area to allow a single texture to be used for a control without ugly stretching effects. | ||
− | * ColorMask | + | * '''ColorMask''' |
− | : 32-bit color to apply to the texture | + | : 32-bit color (in hex) to apply to the texture |
− | * Orientation | + | * '''Orientation''' |
: Rotation to apply to the texture. Valid values are 0 to 3 (0 being default). The texture will be rotated 90 degrees clockwise for each 1 (e.g. 1=90, 2=180, 3=270 degrees). | : Rotation to apply to the texture. Valid values are 0 to 3 (0 being default). The texture will be rotated 90 degrees clockwise for each 1 (e.g. 1=90, 2=180, 3=270 degrees). | ||
Line 52: | Line 53: | ||
== See Also == | == See Also == | ||
− | + | [[LavishGUI]] | |
− | [[Category: | + | [[Category:LavishGUI]] |
Latest revision as of 00:39, 10 December 2005
Contents
Introduction
What is a texture?
A texture is simply an image (or portion of an image).
Why use textures?
ISUI can elements use one or more textures to beautify their appearance. For example, a button that just looks like a rectangle isn't very beautiful. However, applying a texture to give it a picture or a 3D appearance makes the button more enjoyable.
Using Textures
Textures are referenced by filename and color key (used to treat a single given 32-bit color as transparent), and allow other properties. Textures MAY be templated.
Attributes
- FileName
- Image filename. The image may be any of those supported by Direct3D's D3DX library: .bmp, .dds, .dib, .hdr, .jpg, .pfm, .png, .ppm, and .tga
- ColorKey
- 32-bit color to consider transparent
Properties
Rectangle
- Left
- Leftmost pixel of the base image to use for this texture
- Right
- Rightmost pixel of the base image to use for this texture
- Top
- Topmost pixel of the base image to use for this texture
- Bottom
- Bottom-most pixel of the base image to use for this texture
Others
- Alpha
- Overall alpha level of this texture
- Note on Alpha. Element alpha is given as a floating point value, with 0 being transparent and 1 being opaque. Each element will be this number times as opaque as its parent. This means that an element with 0.5 can have a child with an alpha level of 2.0, and the resulting alpha level of the child will be 1.0 (e.g. 0.5*2.0=1.0). This value is carried to all descendants during rendering, so if that same child with the value of 2.0 but calculated alpha of 1.0 had its own child with a value of 0.5, the math would be 1.0*0.5=0.5. Note that any value over 1 is going to appear the same as 1 (they do not get any more opaque). Additionally, a fade effect is available for all elements as well, with automatic fading based on mouse position
- Border
- Uniform size, in pixels, of the border area of this texture. The border will be separately scaled from the non-border area to allow a single texture to be used for a control without ugly stretching effects.
- ColorMask
- 32-bit color (in hex) to apply to the texture
- Orientation
- Rotation to apply to the texture. Valid values are 0 to 3 (0 being default). The texture will be rotated 90 degrees clockwise for each 1 (e.g. 1=90, 2=180, 3=270 degrees).
Examples
Example 1
A simple texture using "button.png" for the image, a rectangle of 0,0 (upper left) to 64,64 (lower right), with a border area of 5 pixels.
<Texture Filename='Button.png'> <Border>5</Border> <Right>64</Right> <Bottom>64</Bottom> </Texture>
Example 2
A texture using the template 'button.Texture' and applying the full color blue.
<Texture Template='button.Texture'> <ColorMask>FF0000FF</ColorMask> </Texture>