Texture extensions

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • The Texture Bank and Texture External extensions can load textures to be used by other OpenGL extensions. The Texture Bank can store a number of images that can be loaded as textures at any time. The Texture External extension can load textures from image files or from other objects such as Actives, Overlays and Surface objects.

    Use this thread for suggestions and general discussion of the Texture extensions.

  • maybe as part of the loading action there could be a couple of parameters for adding transparent padding pixels to the x and/or y of the texture (probably with the texture 'pinned' to the upper left)

    they could probably take the values:
    -1: pad to nearest power-of-two larger than or equal to current size
    0: don't pad (current behavior)
    >0: pad to this size if larger than current size (doesn't necessarily have to be POT)

    assuming it's possible to modify the incoming image data though

  • yes, but it would be nice for a game/app to accept images from the end-user or from other sources where they can't be guaranteed to already be in power-of-two format; the latter case because you can't do much about it, and the former case where the scaling is basically transparent to the user as they don't know it's happening but the application can correctly handle it

    i didn't think of it when i made that post but there would probably also need to be "original width/height" expressions that are set before padding so it would be possible to generate scaling factors for texture coordinates

  • I see your point, perhaps the best solution would be to have an option to automatically scale image height/width to the nearest power of two, since that wouldn't mess up texture repeating ( also no need for original width/height expressions. ) I'll add it to my todo list! (:

  • When you go to change the name of a texture in the texture bank and press enter, the window closes but the name isn't saved. Would be nice if it did save :)

    You can't choose the mipmapping mode (there are several methods that vary in computational effort). I would like to choose pixels from one texture or the other, not average between them. I imagine this could be implemented by replacing the mipmap check box with a dropdown list, with "no mipmaps", followed by the alternative modes, not that I can remember them off the top of my head.

    You cannot edit the mipmap textures at the moment. This would be a nice feature as simply resizing the textures beforehand doesn't always produce the desired effect. I imagine just having some buttons with "Edit mipmap texture 1" ... etc would work well enough. You may want to add a checkbox that toggles between auto-generated mipmaps and user defined mipmaps, and warns the user when the mipmaps are being regenerated and overwriting their custom mipmaps.

    Those are just my suggestions anyway.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!