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GeezerVison is showing docs.waspscripts.com — Texture Loader Texture Loader¶Builds the pixels textured faces are drawn with, and animates them. A texture definition only names the sprite a texture is made from. The texels themselves are that sprite laid out on a 128 by 128 grid with the client’s brightness curve applied to it, and they are built the first time a texture is asked for and kept until the brightness changes. Some textures scroll, such as lava or water. Their animation is not a series of stored images but
the base texels shifted a little further along every client tick, so any frame can be built
directly from the base texels. Frame TextureLoader.Load¶procedure TTextureLoader.Load(); Reads every texture definition, caching the texture index first. Does nothing once loaded. Definitions are stored at their own id, so an id that has no texture leaves an empty definition behind, one with no sprite to build texels from. TextureLoader.Exists¶function TTextureLoader.Exists(id: Integer): Boolean; Whether TextureLoader.BuildTexels¶function TTextureLoader.BuildTexels(id: Integer): TIntegerArray; The unanimated texels of texture The sprite is placed on its full canvas and every colour is bent by the current brightness the way
the client bends a texture’s palette, which is not quite the same as the brightness the colour
palette is built with, since texture colours are already red, green and blue. A texel that is TextureLoader.FrameCount¶function TTextureLoader.FrameCount(id: Integer): Integer; How many distinct frames texture Each tick moves the texture TextureLoader.CombineFrameCounts¶function TTextureLoader.CombineFrameCounts(a, b: Integer): Integer; static; How many frames two animations take to both be back where they started, which is the smallest
number both TextureLoader.Animate¶function TTextureLoader.Animate(const texels: TIntegerArray; direction, speed, frame: Integer): TIntegerArray; static;
Directions TextureLoader.Texels¶function TTextureLoader.Texels(id: Integer; frame: Integer = 0): TIntegerArray; The texels of texture Texels are built once per brightness. Only the last frame asked for is kept for each texture, which is all a renderer drawing one frame at a time needs. Example: texels := TextureLoader.Texels(40, 3); TextureLoader.AverageColor¶function TTextureLoader.AverageColor(id: Integer): Integer; The average colour of texture It is what a textured face looks like from far enough away, which is all something that only needs a face’s colour, rather than its pattern, cares about. Worked out once per texture and brightness. |
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