Difference between revisions of "LavishGUI:Textures"

From Lavish Software Wiki
Jump to navigation Jump to search
Line 31: Line 31:
 
: Not yet implemented.  Will be used for overall alpha level of this texture.
 
: Not yet implemented.  Will be used for overall alpha level of this texture.
 
* Border
 
* Border
: Uniform size, in pixels, of the border area of this texture.
+
: 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 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).
 +
 +
=== 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>
  
 
== See Also ==
 
== See Also ==
  
 
[[Category:ISUI]]
 
[[Category:ISUI]]

Revision as of 20:09, 23 August 2005

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
Not yet implemented. Will be used for overall alpha level of this texture.
  • 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 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>

See Also