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Texture

159 bytes added, 08:45, 3 March 2013
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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 Note that textures placed on floors and ceiling ceilings are called [[flat]]s are sometimes called ''textures'' as per the dictionary definition, but strictly speaking they are notand use a different format.
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.)
Texture If a wall is tall enough that the texture needs to be tiled vertically, the texture graphics must should be exactly 128 [[unit]]s high, or the [[tutti-frutti effect]] will occur. (This, however, has been addressed in most advanced [[source port]]s.) 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 (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 TEXTURE2]]. (TEXTURE1 is present in all Doom versions; TEXTURE2 supports the additional textures in registered/Ultimate Doom and , but is not found in [[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 ==
*[[Animated wall]]*[[Flat]]
*[[Hall of Mirrors effect]]
*[[Invulnerability colormap bug]]
*[[Texture alignment]]
*[[Medusa effect]]
*[[Venetian blind crash]]
 
[[Category:Textures]]
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