$FGData/Docs/README.effects:
texture-unit - has several child properties:
unit - The number of an OpenGL texture unit
point-sprite - true, false - Whether this should rendered as a point-sprite
type - This is either an OpenGL texture type or the name of a
builtin texture. Currently supported OpenGL types are 1d, 2d,
3d which have the following common parameters:
image (file name)
filter - nearest, linear, [nearest|linear]-mipmap-[nearest|linear]
mag-filter - nearest, linear, [nearest|linear]-mipmap-[nearest|linear]
wrap-s - clamp, clamp-to-border, clamp-to-edge, mirror, repeat
wrap-t - clamp, clamp-to-border, clamp-to-edge, mirror, repeat
wrap-r - clamp, clamp-to-border, clamp-to-edge, mirror, repeat
mipmap-control - control the mipmap on a per-channel basis. Children:
function-r - auto, average, sum, product, min, max
function-g - auto, average, sum, product, min, max
function-b - auto, average, sum, product, min, max
function-a - auto, average, sum, product, min, max
The following built-in types are supported:
white - 1 pixel white texture
noise - a 3d noise texture. (size parameter defines size of texture)
light-sprite - a procedurally generated sprite suitable for point lights
cubemap - build a cube-map. Children:
images - build from 6 images. Children: [positive|negative]-[x|y|z]
image - build from a single cross-image
If that's true, something like
- Code: Select all
<texture n="10">
<image>Textures/Terrain/my3dtexture.png</image>
<type>3d</type>
<filter>linear-mipmap-linear</filter>
<wrap-s>repeat</wrap-s>
<wrap-t>repeat</wrap-t>
<wrap-r>repeat</wrap-r>
<internal-format>normalized</internal-format>
</texture>
in the effect declaration ought to do the trick, and later
- Code: Select all
<texture-unit>
<unit>0</unit>
<image><use>texture[10]/image</use></image>
<type><use>texture[10]/type</use></type>
<filter><use>texture[10]/filter</use></filter>
<wrap-s><use>texture[10]/wrap-s</use></wrap-s>
<wrap-t><use>texture[10]/wrap-t</use></wrap-t>
<wrap-r><use>texture[10]/wrap-t</use></wrap-r>
<internal-format><use>texture[10]/internal-format</use></internal-format>
</texture-unit>