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BlitzNext/_release/help/commands/3d_commands/LoadTexture.htm
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2014-12-08 12:43:20 +13:00

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<h1>LoadTexture ( file$[,flags] )</h1>
<h1>Parameters</h1>
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file$ - filename of image file to be used as texture
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flags (optional) - texture flag:
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1: Color (default)
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2: Alpha
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4: Masked
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8: Mipmapped
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16: Clamp U
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32: Clamp V
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64: Spherical environment map
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128: Cubic environment map
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256: Store texture in vram
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512: Force the use of high color textures
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<h1>Description</h1>
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Load a texture from an image file and returns the texture's handle. Supported file formats include: BMP, PNG, TGA and JPG. Only PNG and TGA support alpha.
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The optional flags parameter allows you to apply certain effects to the texture. Flags can be added to combine two or more effects, e.g. 3 (1+2) = texture with colour and alpha maps.
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See <a class=small href=../3d_commands/CreateTexture.htm>CreateTexture</a> for more detailed descriptions of the texture flags.
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Something to consider when applying texture flags to loaded textures is that the texture may have already had certain flags applied to it via the <a class=small href=../3d_commands/TextureFilter.htm>TextureFilter</a> command. The default for the <a class=small href=../3d_commands/TextureFilter.htm>TextureFilter</a> command is 9 (1+8), which is a coloured, mipmapped texture. This cannot be overridden via the flags parameter of the LoadTexture command - if you wish for the filters to be removed you will need to use the <a class=small href=../3d_commands/ClearTextureFilters.htm>ClearTextureFilters</a> command, which must be done after setting the graphics mode (setting the graphics mode restores the default texture filters).
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See also: <a class=small href=CreateTexture.htm>CreateTexture</a>, <a class=small href=LoadAnimTexture.htm>LoadAnimTexture</a>.
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<h1><a href=../3d_examples/LoadTexture.bb>Example</a></h1>
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; LoadTexture Example
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; -------------------
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Graphics3D 640,480
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SetBuffer BackBuffer()
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camera=CreateCamera()
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light=CreateLight()
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RotateEntity light,90,0,0
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cube=CreateCube()
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PositionEntity cube,0,0,5
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; Load texture
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tex=LoadTexture( "media/b3dlogo.jpg" )
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; Texture cube with texture
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EntityTexture cube,tex
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While Not KeyDown( 1 )
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pitch#=0
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yaw#=0
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roll#=0
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If KeyDown( 208 )=True Then pitch#=-1
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If KeyDown( 200 )=True Then pitch#=1
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If KeyDown( 203 )=True Then yaw#=-1
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If KeyDown( 205 )=True Then yaw#=1
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If KeyDown( 45 )=True Then roll#=-1
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If KeyDown( 44 )=True Then roll#=1
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TurnEntity cube,pitch#,yaw#,roll#
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RenderWorld
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Flip
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Wend
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End
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