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4.12.3.3 Texture quality control

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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