Closed hadronized closed 9 years ago
We don’t have any kind of textures supported yet, even in core. We have to support that.
The simpler useful texture kind is the 2D version. We can imagine such a texture via data as follow:
data Texture = Texture { -- |Texture width. textureWidth :: Natural -- |Texture height. , textureHeight :: Natural -- |Texture format. , textureFormat :: TextureFormat -- |Texture texels. , textureTexels :: [Float] } deriving (Eq,Show) data TextureFormat = R | RG | RGB | RGBA deriving (Eq,Ord,Show)
That simple. Each channel is on 32-bit float.
SceneRel
Now. Textures can be used in order to enrich materials. The thing is: how? Do we put them directly in the over materials? Or upper? Better: texture nodes!
Introduction and context
We don’t have any kind of textures supported yet, even in core. We have to support that.
Texture
The simpler useful texture kind is the 2D version. We can imagine such a texture via data as follow:
That simple. Each channel is on 32-bit float.
Integration into
SceneRel
Now. Textures can be used in order to enrich materials. The thing is: how? Do we put them directly in the over materials? Or upper? Better: texture nodes!