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l3dt:userguide:ops:tx [2011/01/13 03:52] 127.0.0.1 external edit |
l3dt:userguide:ops:tx [2017/08/31 05:37] (current) |
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| * With //use light map// enabled L3DT will bake the [[l3dt:reference:maps:lm|light map]] onto the [[l3dt:reference:maps:tx|texture]]. Otherwise the texture will be unlit. | | * With //use light map// enabled L3DT will bake the [[l3dt:reference:maps:lm|light map]] onto the [[l3dt:reference:maps:tx|texture]]. Otherwise the texture will be unlit. |
- | * With //interpolate textures// enabled L3DT will texture the map by interpolating the textures defined in the relevant [[l3dt:reference:glossary#climate]]. If this option is unchecked, L3DT will use the generic land colour defined for each land type((//I don't know why this option is still here; it should always be on.//)). | + | * With //interpolate textures// enabled L3DT will texture the map by interpolating the textures defined in the relevant [[l3dt:algorithms:cli:climate]]. If this option is unchecked, L3DT will use the generic land colour defined for each land type((//I don't know why this option is still here; it should always be on.//)). |
| * To use strata effects such as those seen in the desert climate ([[bundynews>l3dt:2006:may:23|see example]]), enable the //Allow strata overlays// checkbox. This has no effect in climates that do not have defined strata layers. | | * To use strata effects such as those seen in the desert climate ([[bundynews>l3dt:2006:may:23|see example]]), enable the //Allow strata overlays// checkbox. This has no effect in climates that do not have defined strata layers. |
| * To smoothly blend the interface between the textures of different land types, enable the //Max. anti-aliasing// checkbox and set the slider to the desired anti-aliasing level (measured in pixel radius). Anti-aliasing is slow, but it is required when using textures that are larger in size than the attributes map. | | * To smoothly blend the interface between the textures of different land types, enable the //Max. anti-aliasing// checkbox and set the slider to the desired anti-aliasing level (measured in pixel radius). Anti-aliasing is slow, but it is required when using textures that are larger in size than the attributes map. |