Started by
sumeshi0216
on
Topic category: User side tutorials
Texture:
If you need to use texture for rendering, use this procedure before rendering
- "ID": Your mod ID. See below
- "name": It is a texture name. ".png" is not necessary. For example, if a texture name is "diamond_block.png", you need to input "diamond_block"
Here is an example to set texture and render skybox
Moreover, these procedures allow you to get image width and height of a set texture. Use it after setting a texture
How to import textures:
Textures will need to be import as texture type "Other"
How to make sure your mod ID:
- Click the tab "Workspace" (Left upper)
- Open the "Workspace settings"
- See the item "mod ID / namespace"
Color:
World Renderer defines color with RGBA values. The values need to be integers and be from 0 to 255 (decimals don't work)
If you use procedures, which get color of air, fog, foliage, etc., don't need to set RGBA values
Blending:
Blending defines how to mix colors
Note that it is not possible to use for the fog color
- "ADDITION": Each RGB values of an object and background is added. As results, The object will get a brighter color like glowing
- "CLOUDS": The mixed color is defined based on the object's alpha value. When clouds are rendered, it is used but is almost the same as "DEFAULT"
- "DEFAULT": The mixed color is defined based on the object's alpha value. If you don't alter blend mode, it will usually be used
- "MULTIPLICATION": Each RGB values of an object and background is multiplied. As results, The object will get a darker color
Edited by sumeshi0216 on Mon, 01/15/2024 - 13:12
Neat!