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NiTexturingProperty Details(EN)

 

 Extract page from original game help files (NDL Gamebryo 1.1)
 
NiTexturingProperty specifies the primary and secondary images to be used for texture mapping onto NiGeometry objects. These properties establish how the texture mapped onto a surface is to be modulated by the final vertex colors, the way the textures are filtered as they are applied, how they are clamped/wrapped to the surface, and, for mipmapping on the PlayStation2, whick L and K values to use. See the System Details manuals on Texturing for much greater detail on the usage of this property.
 
Texturing Details
For detailed documentation on the use of texturing and multi-texturing, please see the Gamebryo texturing documentation.
 
Texture Clamping Modes
The table below lists the four texture clamping modes that are supported by Gamebryo and their corresponding behaviors. Specific renderers may or may not be able to support a specific texture-clamping mode--see the Texturing document for details. Note that all clamping modes are declared in the scope of NiTexturingProperty, and the names must be qualified as such.
Clamping Mode
Behavior
CLAMP_S_CLAMP_T
Causes edge-replication to infinity in both dimensions.
CLAMP_S_WRAP_T
Causes edge-replication to infinity in the horizontal texture direction, and infinite tiling in the vertical texture direction.
WRAP_S_CLAMP_T
Causes edge-replication to infinity in the vertical texture direction, and infinite tiling in the horizontal texture direction.
WRAP_S_WRAP_T
Causes infinite tiling of texture in both dimensions.
 
Texture Apply Modes
The table below lists the five texture-apply modes that are supported by Gamebryo and their corresponding equations. Specific renderers may or may not be able to support a specific apply mode -- see the Texturing document for details.
Note that all apply modes are declared in the scope of NiTexturingProperty, and the names must be qualified as such.
 
Apply Mode
Color & Alpha: Common Application
APPLY_REPLACE
CR = CT, AR = AT: Basic texturing without any dynamic or static vertex-based lighting.
APPLY_DECAL
CR = CT * AT + CV * (1-AT), AR = AV: Decal or bullet-hole textures on a base untextured surface.
APPLY_MODULATE
CR = CT * CV, AR = AT * AV: Texture and final vertex colors and alpha values are multiplied component-by-component. In predecessors of Gamebryo, this mode was known as APPLY_MULTALPHA.
APPLY_HILIGHT
This mode is a PS2-only mode that maps directly to the PS2 hardware mode of the same name.
APPLY_HILIGHT2
This mode is a PS2-only mode that maps directly to the PS2 hardware mode of the same name.
 
Texture Filter Modes
Gamebryo supports the following texture filter modes, although specific renderers may or may not be able to support all of them in all texture modes. See the Texturing document for details.
Note that all filter modes are declared in the scope of NiTexturingProperty, and the names must be qualified as such.
Filter Mode
Description
FILTER_NEAREST
Uses nearest texel, with no mipmapping.
FILTER_BILERP
Uses linear interpolation with no mipmapping.
FILTER_TRILERP
Linearly interpolates between the eight texels (the 4 closest texels on each of the two closest mipmap levels).
FILTER_NEAREST_MIPNEAREST
Selects nearest mipmap level, then uses nearest texel on that level.
FILTER_NEAREST_MIPLERP
Selects nearest texel on each of the two nearest mipmap levels and linearly interpolates between them.
FILTER_BILERP_MIPNEAREST
Selects nearest mipmap level, then linearly interpolates on it.