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| gamedev:textureproperties:color_alpha [2019/05/09 08:28] – removed dragonlord | gamedev:textureproperties:color_alpha [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
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| + | {{tag> | ||
| + | <WRAP youarehere> | ||
| + | [[: | ||
| + | </ | ||
| + | |||
| + | ====== Skin Texture Property: color_alpha ====== | ||
| + | |||
| + | 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> | ||
| + | </ | ||
| + | </ | ||