◆ RepairTerrainTextureBorders()
| static proto void TexTools.RepairTerrainTextureBorders |
( |
int | width, |
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int | height, |
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notnull inout array< int > | data ) |
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static |
Repair borders.
Real data pictures are from 3,3 to sizeX-3,sizeY-3. Rest of the image must be copied due to DXT compression from the border lines -> in 4x4 DXT block must be just four colors, the other reason is the mip-mapping!
◆ SaveImageData()
| static proto bool TexTools.SaveImageData |
( |
string | filePath, |
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int | width, |
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int | height, |
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notnull array< int > | data ) |
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static |
Save raw pixels (ABGR stored in int) to dds file.
- Attention
- Pixels must be in ABGR color order Usage:
string filePath = "c:\\textures\\test.dds";
int data[256];
for (int x = 0; x < 16; x++)
for (int y = 0; y < 16; y++)
{
int clr = y * 16 + 15;
data[x * 16 + y] = ABGR(255, clr, clr, clr);
}
{
return;
}
proto void Print(void var, LogLevel level=LogLevel.NORMAL)
Prints content of variable to console/log.
LogLevel
Enum with severity of the logging message.
Definition LogLevel.c:14
static proto bool SaveImageData(string filePath, int width, int height, notnull array< int > data)
Save raw pixels (ABGR stored in int) to dds file.
The documentation for this interface was generated from the following file:
- GameLib/generated/WorkbenchAPI/TexTools.c