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:0x'''04''' 00 00 00 - U wrapping disabled | :0x'''04''' 00 00 00 - U wrapping disabled | ||
:0x'''08''' 00 00 00 - V wrapping disabled | :0x'''08''' 00 00 00 - V wrapping disabled | ||
:0x'''10''' 00 00 00 - | :0x'''10''' 00 00 00 - ignored | ||
:0x'''40''' 00 00 00 - animation: play back to back (frames 0 to n then n-1 to 0) | :0x'''40''' 00 00 00 - animation order: play back to back (frames 0 to n then n-1 to 0) | ||
:0x'''80''' 00 00 00 - animation: play random | :0x'''80''' 00 00 00 - animation order: play in random order | ||
:0x00 '''01''' 00 00 - animation: add local (particle) time | :0x00 '''01''' 00 00 - animation time: add local (particle) time (see below) | ||
:0x00 '''02''' 00 00 - has environment map texture | :0x00 '''02''' 00 00 - has environment map texture | ||
:0x00 '''04''' 00 00 - additive alpha blending | :0x00 '''04''' 00 00 - additive alpha blending | ||
:0x00 '''10''' 00 00 - | :0x00 '''10''' 00 00 - big endian data | ||
:0x00 '''40''' 00 00 - animation: ignore | :0x00 '''40''' 00 00 - animation time: ignore game time (see below) | ||
:0x00 '''80''' 00 00 - effect: shield (blue) | :0x00 '''80''' 00 00 - effect: shield (blue) | ||
:0x00 00 '''01''' 00 - effect: invisibility | :0x00 00 '''01''' 00 - effect: invisibility | ||
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;Effect options | ;Effect options | ||
:"Shield", "Invisibility" and "Daodan shield" options do not affect the texture reading/drawing in any way. The texture data is still RGB555 or whatever format the texture format field says it is. The effect of these flags is that the engine uses vertex shading with a colour that varies with time. | :"Shield", "Invisibility" and "Daodan shield" options do not affect the texture reading/drawing in any way. The texture data is still RGB555 or whatever format the texture format field says it is. The effect of these flags is that the engine uses vertex shading with a colour that varies with time. | ||
;Animation time | |||
When using animated textures the image to display is selected using the game time and animation speed. For textures that are used by particles the local (particle) time can be used either to replace or offset the game time. | |||
;Pixel storage order | ;Pixel storage order |
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