dxTextureFilter(match_text$,flags%)

Parameters

match_dxText$ - dxText that, if found in texture filename, will activate certain filters

flags - filter texture flags:
1: dxColor
2: Alpha
4: Masked
8: Mipmapped
16: Clamp U
32: Clamp V
64: Spherical reflection map
128:
256: Store texture in vram
512: Force the use of high dxColor textures

Description

Adds a texture filter. Any textures loaded that contain the dxText specified by match_dxText$ will have the provided flags added.

This is mostly of use when loading a mesh.

By default, the following texture filter is used:

dxTextureFilter "",1+8

This means that all loaded textures will have dxColor and be mipmapped by default.

Example

; dxClearTextureFilters and dxTextureFilter Example.
; ----------------------------------------------

Const tex_dxColor = 1 ; dxColor texture
Const tex_alpha = 2 ; Alpha texture (Include alpha channel data)
Const tex_mask = 4 ; Masked texture (black is transparent)
Const tex_mipmap = 8 ; Create texture mipmaps
Const tex_clampu = 16 ; Restrict U texture coords from "bleeding over"
Const tex_clampv = 32 ; Restrict V texture coords from "bleeding over"
Const tex_envshpere = 64 ; Load texture as a spherical environment map
Const tex_vram = 256 ; Force texture graphics to vram
Const tex_highcolor = 512 ; Forces texture graphics to be 32-bits per pixel

dxGraphics3D 640,480

; Removes any texture filters that might apply.

dxClearTextureFilters

; Add an alpha texture to the list of
; texture filters to apply to files
; that have "_alpha" in their filenames.

dxTextureFilter "_alpha",tex_dxColor + tex_alpha + tex_mipmap

; Set appropriate texture flags for loading
; suitable skybox textures from files named
; something with "_skybox".

dxTextureFilter "_skybox", tex_dxColor + tex_mipmap + tex_clampu + tex_clampv

; Set the flags for loading a spherical refletction
; map to apply to all "_refmap" files.

dxTextureFilter "_refmap", tex_dxColor + tex_mipmap + tex_envshpere

; Setup a texture filter to allow faster
; (and easier) pixel manipulation on all
; loaded "_fastblit" files.

dxTextureFilter "_fastblit", tex_dxColor + tex_vram + tex_highcolor

; This is where you would normally load your special
; textures.

; The next bit resets the texture filters to their
; standard settings.

dxClearTextureFilters
dxTextureFilter "", tex_dxColor + tex_mipmap

End

Index