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As mentioned above, textures in CS are compressed before being uploaded to the graphics hardware; while compressed textures are fast, they are sometimes undesireable (e.g. for normal maps - see http://developer.nvidia.com/object/bump_map_compression.html for an illustration of the problems).
CrystalSpace allows quality control here on a per-texture base thorugh texture classes. Basically, a texture class is a collection of certain settings that control how a texture is uploaded to the graphics hardware. E.g. the `lookup', `normalmap' and `nocompress' cause textures to be stored uncompressed on the hardware.
Additionally, texture classes also attach some "semantics" to textures -
useful for tools or humans that read the raw world file. The class of a
texture can be set by adding <class>normalmap</class>
or similar
to the <texture>
block.
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