ATD1 ################## # # Demonstration procedural texture description file. # Comment lines begin with '#'. # All files MUST begin with "ATD1" on the very first line. # # By default, procedural textures have # - bilinear filtering turned ON # - mipmapping turned OFF # so try to make sure the texture # is never viewed from too far away. # ################## #### # # type = animation # colortype = <1,2,3,4> (luminance, lum-alpha, rgb, rgba) # width = <2^n> (output width, default=1) # height = <2^n> (output height, default=1) # bilinear = <0|1> (turn on or off bilinear filtering) # # !bitmap # file = # # !frame # next = # wait = # x = # y = # bitmap = # #### type = animation colortype = 3 width = 256 height = 256 bilinear = 1 # # here we list all the bitmaps we will reference # # 0 !bitmap file = textures/joey/anim/twinway.png # 1 !bitmap file = textures/joey/anim/kawaii1.png # 2 !bitmap file = textures/joey/anim/kawaii2.png # 3 !bitmap file = textures/joey/anim/kawaii3.png # 4 !bitmap file = textures/joey/anim/kawaii4.png # 5 !bitmap file = textures/joey/anim/kawaii5.png # # and now we define all animation frames # # 0 !frame next = 1 wait = -1 bitmap = 0 # 1 !frame next = 2 wait = 0.2 x = 25 y = 25 bitmap = 1 # 2 !frame next = 3 wait = 0.1 x = 25 y = 25 bitmap = 2 # 3 !frame next = 4 wait = 0.1 x = 25 y = 25 bitmap = 3 # 4 !frame next = 5 wait = 0.1 x = 25 y = 25 bitmap = 4 # # reverse loop! # # 5 !frame next = 6 wait = 0.2 x = 25 y = 25 bitmap = 5 # 6 !frame next = 7 wait = 0.1 x = 25 y = 25 bitmap = 4 # 7 !frame next = 8 wait = 0.1 x = 25 y = 25 bitmap = 3 # 8 !frame next = 1 wait = 0.1 x = 25 y = 25 bitmap = 2