1,241 bytes added, 03:08, 3 March 2013
merge and redirect "Wall texture" to here, as described on "Talk:Wall texture" years ago
A '''textureTextures''' is a graphic pattern are graphics built up from several [[lump|WAD lumps]] and used to cover a surface such as a [[Doom rendering engine|rendered]] [[wall]]surfaces. A texture usually is a rectangular pattern that may be ''tiled'' (repeated horizontally Floor and/or vertically). It may also be ceiling [[flat]]s are sometimes called ''clipped'' and/or ''offsettextures''as per the dictionary definition, but strictly speaking they are not.
Please refer Each wall consists of a [[linedef]] that references one or two [[sidedef]]s (right and optionally left). Each sidedef has three texture names (lower, middle, and upper) with up to one of the followingeight characters each. (The name "-" means no texture:either not applicable or totally transparent.)* Texture graphics must be exactly 128 [[Flatunit]]s high, or the [[tutti-frutti effect]] will occur. There is no maximum width. If the wall area is larger than the graphic, the pattern will be tiled. Depending on the geometry of the map design, many textures may be clipped or offset (for floor see [[Texture alignment]]). To a limited extent, textures can be [[animated wall|animated]] to represent waterfalls, fire, dripping [[blood]] and the like. == Technical == The [[Doom engine]] looks up a texture name using the wall texture lumps [[TEXTURE1_and_TEXTURE2|TEXTURE1 and ceiling TEXTURE2]]. (TEXTURE1 is present in all Doom versions; TEXTURE2 supports the additional texturesin registered/Ultimate Doom and [[Doom II]].)This yields a list of indices into the [[PNAMES]] lump. For each index, PNAMES gives the name of a lump known as a [[wall patch]]; each wall patch lump is stored in Doom's [[picture format]]. Rendering the texture's list of patches gives the final texture graphic that can be applied to any wall surface.* Complete details of the data structures are given in the [[Wall textureUnofficial Doom Specs]]s. == See also ==
==See also==
*[[TEXTURE1 and TEXTURE2]] format
*[[Hall of Mirrors effect]]
*[[Invulnerability colormap bug]]
*[[Medusa effect]]
*[[Texture alignment]]
*[[Tutti-frutti effect]]
*[[Venetian blind crash]]