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gamedev:textureproperties:color_alpha [2012/12/03 23:25] – dragonlord | gamedev:textureproperties:color_alpha [2019/05/09 08:28] – removed dragonlord | ||
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- | <WRAP youarehere> | ||
- | [[: | ||
- | </ | ||
- | |||
- | <WRAP boxheader> | ||
- | ====== Summary ====== | ||
- | </ | ||
- | <WRAP boxcontent> | ||
- | |Texture Property Name|color_alpha| | ||
- | |Description|Defines albedo color with transparency| | ||
- | |Excepted Data Source|4 component image| | ||
- | |Data Range|0 to 1 for all image components| | ||
- | |Default Value|(0, 0, 0, 1)| | ||
- | |Affected Modules|Graphic| | ||
- | |Linked Properties|[[gamedev: | ||
- | </ | ||
- | |||
- | ====== Description ====== | ||
- | The **color_alpha** texture property combines the **[[gamedev: | ||
- | |||
- | The red, green and blue components (component 0, 1 and 2) are used exactly the same way as in the **[[gamedev: | ||
- | |||
- | If the **color_alpha** texture property is defined together with the **[[gamedev: | ||
- | |||
- | The color values are typically an 8 bit image with 4 color components with the data of all color components located inside the range from 0 to 1. 0 represents 0% light reflectivity (respectively 0% opaqueness) for a color component while 1 represents a 100% light reflectivity (respectively 100% opaqueness). Values outside this range are physically not plausible. | ||
- | |||
- | The default value for this texture property is opaque pure black (0, 0, 0, 1). | ||
- | |||
- | ====== Examples ====== | ||
- | <WRAP center 100%> | ||
- | <WRAP center box 450px> | ||
- | {{ : | ||
- | <WRAP centeralign> | ||
- | </ | ||
- | </ | ||