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Remove all bump mapping and parallax occlusion related code.
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17 changed files with 24 additions and 384 deletions
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@ -401,35 +401,6 @@ stripping out the file extension:
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* e.g. `foomod_foothing`
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Normalmap Textures
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------------------
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If shaders and bumpmapping or parallax occlusion is enabled, Minetest tries
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to load normalmaps.
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Those image files have to end with `_normal.png` and start with the same name
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as their corresponding texture.
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For example a normalmap for `foomod_foothing.png` has to be called
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`foomod_foothing_normal.png`.
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The sRGB R, G and B colour values of a normalmap pixel are each directly
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mapped from `{0, ..., 255}` to `[-1, 1]` and, taken together,
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define the normal vector.
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The alpha channel defines the heightmap for parallax occlusion.
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To be safe, the alpha values should always be bigger than zero
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because the colour values, which define the normal vector,
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may be undefined for image formats where colour is discarded in fully
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transparent pixels.
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Bumpmapping and parallax occlusion are currently experimental features:
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* Bumpmapping in Minetest happens in an obscure way; there are no light sources
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defined in the shaders except the sunlight direction.
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* Parallax occlusion with relief-mapping mode does not yet work correctly
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together with Minetest's Fastfaces.
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* The normalmap files must end with `.png`, so other image files are not
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supported.
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Texture modifiers
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-----------------
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@ -834,7 +805,7 @@ Example (colored grass block):
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-- Overlay tiles: define them in the same style
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-- The top and bottom tile does not have overlay
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overlay_tiles = {"", "",
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{name = "default_grass_side.png", tileable_vertical = false}},
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{name = "default_grass_side.png"}},
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-- Global color, used in inventory
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color = "green",
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-- Palette in the world
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@ -1204,7 +1175,7 @@ Look for examples in `games/devtest` or `games/minetest_game`.
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base cube without affecting them.
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* The base cube texture tiles are defined as normal, the `plantlike`
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extension uses the defined special tile, for example:
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`special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
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`special_tiles = {{name = "default_papyrus.png"}},`
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`*_optional` drawtypes need less rendering time if deactivated
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(always client-side).
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@ -7043,13 +7014,8 @@ Tile definition
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* `"image.png"`
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* `{name="image.png", animation={Tile Animation definition}}`
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* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
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tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
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* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
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* backface culling enabled by default for most nodes
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* tileable flags are info for shaders, how they should treat texture
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when displacement mapping is used.
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Directions are from the point of view of the tile texture,
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not the node it's on.
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* align style determines whether the texture will be rotated with the node
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or kept aligned with its surroundings. "user" means that client
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setting will be used, similar to `glasslike_framed_optional`.
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