forked from Mirrorlandia_minetest/minetest
texture_packs.txt: Add information for leaves texturing (#7637)
Explain texture requirements due to the leaves rendering options.
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@ -168,3 +168,44 @@ Here are face selectors you can choose from:
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| bottom | y- |
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| sides | x-, x+, z-, z+ |
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| all | All faces. You can also use '*' instead of 'all'. |
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Designing leaves textures for the leaves rendering options
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----------------------------------------------------------
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Minetest has three modes for rendering leaves nodes if the node has the
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`allfaces_optional` drawtype.
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### Fancy
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Uses the texture specified in the `tiles` nodedef field.
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The texture should have some transparent pixels and be in the RGBA format so
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that the transparent pixels can have color information.
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Faces of every leaves node are rendered even if they are inside a solid volume
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of leaves; this gives a dense appearance.
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### Opaque
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Uses the texture specified in `tiles` but makes it opaque by converting each
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transparent pixel into an opaque pixel that uses the color information of that
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transparent pixel.
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Due to this the `tiles` texture format must be RGBA not 'indexed alpha' to allow
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each transparent pixel to have color information.
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The colors of the transparent pixels should be set for a good appearance in
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`opaque` mode. This can be done by painting the pixels the desired colors then
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erasing them. Then when saving the texture, use the 'save color information from
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transparent pixels' option (or equivalent).
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### Simple
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Uses the texture specified in the `special_tiles` nodedef field if it exists, if
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not, the `tiles` texture.
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The `special_tiles` texture should have fewer transparent pixels than the
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`tiles` texture and be in the 'indexed alpha' format.
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This mode is between the other two in terms of appearance and rendering load.
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The nodes are rendered using the `glasslike` drawtype, only showing the surface
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faces for any solid volume of leaves, not the internal faces.
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Due to this the `tiles` texture might appear lacking in density, so optionally a
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`special_tiles` texture can be used to provide a texture with fewer transparent
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pixels for a denser appearance.
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