Texture: Difference between revisions

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* [[mipmap]]
* [[mipmap]]
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== Useful References ==
* [http://en.wikipedia.org/wiki/Texture_filtering Texture Filtering (wikipedia)]


[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Material System]]
[[Category:Material System]]

Revision as of 14:43, 12 May 2008

In Source a Texture is a part of a Material that is mapped onto the surface of a 2D or 3D Mesh to give it color or additional visual detail. A Texture is only one layer in the Material System:

  • A Source Texture is a raster image file which defines the pixels of a colormap, bumpmap, specularmap, opacitymap, and/or luminositymap (see Valve Texture Format).
  • A Source Material specifies a stack of Textures and the Shader Parameters to use when rendering them. It also specifies which sounds and decal effects to use for collision events (see Valve Material Type).
  • A Source Texture map specifies a Material and maps the pixels (from all of its texture layers) onto the surfaces of a particular object (see UV map).

Texture types

The Material System uses texture VTFs for:

Tutorials

Useful References