This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
gamedev:textureproperties:height [2012/12/01 00:51] – created dragonlord | gamedev:textureproperties:height [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | {{tag> | ||
<WRAP youarehere> | <WRAP youarehere> | ||
- | [[: | + | [[: |
</ | </ | ||
- | ====== | + | ====== |
- | |Texture Property Name|height| | + | |
+ | Defines the height | ||
|Excepted Data Source|1 component image| | |Excepted Data Source|1 component image| | ||
|Data Range|0 to 1| | |Data Range|0 to 1| | ||
|Default Value|0.5| | |Default Value|0.5| | ||
- | |Graphic | + | |Affected Modules|Graphic| |
- | |Physics Module|No effect| | + | |Linked Properties|[[gamedev: |
- | |Audio Module|No effect| | + | |
+ | ====== Description ====== | ||
- | ====== Graphic Module ====== | ||
The **height** texture property defines the height of the surface. This allows Graphic Modules to improve lighting by taking small scale elevations on the surface into account. | The **height** texture property defines the height of the surface. This allows Graphic Modules to improve lighting by taking small scale elevations on the surface into account. | ||
+ | |||
+ | This is also a special texture property similar to the normal map one but this time the height of a surface relative to the mesh surface is stored. This height can be used for different purpose depending on the graphic module used. One usage is to derive a normal map from the height difference. Another usage is to dynamically increase the detail level of a mesh. The new vertices are then offset using this height. Terrain meshes can also use this height information to provide LODing (level of detail reduction over distance). | ||
+ | |||
+ | A value of 0.5 indicates no surface height alteration. Values below 0.5 indicate a dent in a surface while values above 0.5 indicate a bump in a surface. The strength and offset of the height alteration can be set using the [[gamedev: | ||
The source is typically an 8 bit image with 1 color components inside the range from 0 to 1. 0 represents a point located at the lowest point underneath the surface. 0.5 represents a point on the surface. 1 represents a point located at the highest point above the surface. Using high definition range images values beyond can be used as well. | The source is typically an 8 bit image with 1 color components inside the range from 0 to 1. 0 represents a point located at the lowest point underneath the surface. 0.5 represents a point on the surface. 1 represents a point located at the highest point above the surface. Using high definition range images values beyond can be used as well. | ||
The default value for this texture property is 0.5 . | The default value for this texture property is 0.5 . | ||
- | |||
- | ====== Physics Module ====== | ||
- | This texture property does not effect Physics Modules. | ||
- | |||
- | ====== Audio Module ====== | ||
- | This texture property does not effect Audio Modules. | ||
====== Examples ====== | ====== Examples ====== | ||
+ | |||
( TODO: example image ) | ( TODO: example image ) |