SCASM 2.88 |
textures and polygons |
FS5 - FS98, (FS2000/FS2002) |
Bitmap( name.ext x dx dz dy ) |
Load a bitmap (texture) file from the active TEXTURE directory. Bitmap usualy have extensions '.R8' or '.txr' but there are also bitmaps with other extensions. I think the '.R8' extension should be reserved for the "global" textures which are stored in the genaral texture directory. Therefore I recommend to use your own extension if your texture is not supposed to be shared with other sceneries. However, some authors and users prefer to use always the .R8 extension for easier recognition of texture files. Therefore it is important to mention these extensions in your scenery documents.
Note: The bitmaps for FS5 are a simple 256 x 256 pixel (/texel) arrays using 1 byte per pixel. Note the following x, y pixel adress:
For some reasons bitmaps drawn with Bitmap() - StartSurface - MovetoPt() ...
Endsurface are drawn top down ! |
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FS5 - FS2000 |
RepeatBitmap( dx dz dy ) |
Repeat/reactivate a still loaded bitmap. Parameters are the same as in Bitmap(). |
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FS5 - FS98 (FS2000) |
BitmapMode( first_color ) |
It seems this command controls the handling of the pixels in a bitmap. This command sets
the first color index number which is copied ito your scenery. Use this instruction only
with
Note: It is reported to me that this command causes problems if used with the new
FS2000 |
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FS5 - FS98 ? |
Smoothing( state ) AntiAlias( state ) Inst_81( state ) |
This instruction is found very often just following the Bitmap() instruction. It seems
this instruction controls the image smoothing for ground textures. It comes into effect
when the option image smoothing is set in the preferences display option menu.
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FS5 - FS2002 |
POverride Inst_7D |
Perspective Override This instruction is used very often just before TexPoly() and ShadedTexPoly(). It seems this instruction prevents the bend up effect of the bitmaps when getting close to it. |
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FS98 - ? |
MipMap( state ) |
This instruction switches mipmapping on/off. This command is mentioned in the FS98 SDK but doesn't seem to work as expected.
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FS5 - FS98 |
TextureBounds( x1 y1 x2 y2 ) MoveTexture( x1 y1 x2 y2 ) |
See FS98 SDK |
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2.20 | FS5 - FS98 ? |
TextureEnable( s ) |
This instruction disables or enables an texture. Mainly this instruction is used to disable a texture after drawing a textured river or an textured taxiway to avoid strange effects on other objects.
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FS5 - FS98 (FS2000 ?) |
Palette( name.ext ) |
The color palette file 'name.ext' is loaded. You cannot specify a drive or path name
since this BGL code only supports 8.3 DOS name convention. You do not need this
instruction if you are using the FS5 default color palette for your bitmap/texture
files. |
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FS5 - FS98 |
CustomColors( dec_num ) |
This command is used to reduce the number of customised colors (normally 64) in the active color palette to gain some space for special night color effects. You must have (or generate) a matching color palette file. |
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FS5 - FS2002 | ||||||||||||||||||
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A polygon is drawn with the points pnum1 to pnumn of the actual point list and
with the actual surface color. |
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FS5 - FS98 |
Concave ConcavePoly |
Indicate to the drawing system that a concave polygon follows. Does not work with
bitmaps in FS5.0. Do not use this command if the following polygon is not concave
since this slows down the frame rate. |
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FS5 - FS2002 | ||||||||||||||||||
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A shaded polygon is drawn. The shading requires 3D points defined with the
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FS5 - FS98 ? | ||||||||||||||||||||||||
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Draws a polygon covered with a texture bitmap. The points has to be defined with the
Point() command. The polygon is always drawn with the same brightness, regardless to
the location of the sun. The brightness can be changed using TexPolyShading()
if the bitmap is prepared for that (see -> TexPolyShading() ).
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FS5 - FS98 ? |
TexPolyShading( vx vz vy ) TexPolyShading( p el hd ) |
This instruction sets the shading intensity of building bitmaps (side#.R8) in conjunction with textured polygons (TexPoly()).
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FS5 - FS2002 | ||||||||||||||||||
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Draws a shaded polygon covered with a texture bitmap. The points has to be defined
with the |
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FS5 - FS ? | |||||||||||||||
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A polygon is drawn with the point pnum1 ... pnumn of the actual point list and with
the actual surface color. |
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FS5 - FS98 ? | ||||
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This is the textured VectorPolygon. This instruction draws a polygon using the points pnum1 to pnum#. Like other textured polygon commands each point is combined with a specific pixel of a bitmap.
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FS5 - FS5.1 | ||||||||||||||||||
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pnum# number (index) of a point from the point list Defines a window through which a bitmap is shown. The window should not be concave. |
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FS5 - FS2000 | ||||
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A loaded bitmap is used to draw a textured relief on the ground. For this purpose
a regular grid of rectangles is defined and each grid node is bound to a specific
altitude and texture point.
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2.08 | FS98 - FS2000 | ||||||||||||||||||
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This command draws a polygon similar to the
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TOP | © Manfred Moldenhauer |