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'''Textures''' are graphics built up from several [[lump|WAD lumps]] and used to cover [[Doom rendering engine|rendered]] [[wall]] surfaces.
Floor and ceiling [[flat]]s are sometimes called ''textures'' as per the dictionary definition, but strictly speaking they are not.
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 eight characters each. (The name "-" means no texture: either not applicable or totally transparent.)
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 TEXTURE2]]. (TEXTURE1 is present in all Doom versions; TEXTURE2 supports the additional textures in 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 [[Unofficial Doom Specs]].
== See also ==
*[[Hall of Mirrors effect]]
*[[Invulnerability colormap bug]]
*[[Venetian blind crash]]