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gamedev:textureproperties:height [2012/12/01 18:41] dragonlordgamedev:textureproperties:height [2019/05/24 23:43] (current) – ↷ Links adapted because of a move operation dragonlord
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 +{{tag>graphic skin texture heightmap}}
 <WRAP youarehere> <WRAP youarehere>
-[[:start|Start Page]] >> [[gamedev:main|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **height**+[[:start|Start Page]] >> [[:gamedev|Game Development with the Drag[en]gine]] >> [[gamedev:skinproperties|Skin Texture Properties]] >> [[gamedev:texturepropertylist|Texture Property Database]] >> **height**
 </WRAP> </WRAP>
  
-<WRAP boxheader> +====== Skin Texture Property: height ====== 
-====== Summary ====== + 
-</WRAP> +Defines the height of surface points
-<WRAP boxcontent> +
-|Texture Property Name|height| +
-|Description|Defines the height of surface points|+
 |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|
 |Affected Modules|Graphic| |Affected Modules|Graphic|
-|Linked Properties|[[gamedev:textureproperties:height_scale|height.scale]]| +|Linked Properties|[[gamedev:textureproperties:height_scale|height.scale]], [[gamedev:textureproperties:height_scale|height.offset]]|
-</WRAP>+
  
 ====== Description ====== ====== Description ======
 +
 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:textureproperties:height_scale|height.scale]] and [[gamedev:textureproperties:height_scale|height.offset]] property.
  
 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.
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 ====== Examples ====== ====== Examples ======
 +
 ( TODO: example image ) ( TODO: example image )
gamedev/textureproperties/height.1354387301.txt.gz · Last modified: 2012/12/01 18:41 by dragonlord