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authorLars <larsh@apache.org>2020-10-12 13:29:31 -0700
committerlhofhansl <larsh@apache.org>2020-10-17 13:09:16 -0700
commited22260822086f84016aa8384c3174bfc6d1739d (patch)
tree0b6d04bf315b4d6c832993efeb1b58244b1bcb50 /doc
parentf43d1cfa81aa496174af6cdfa648dab9dd17288c (diff)
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Remove all bump mapping and parallax occlusion related code.
Diffstat (limited to 'doc')
-rw-r--r--doc/lua_api.txt40
1 files changed, 3 insertions, 37 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 1631d564c..d3aaa309c 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -401,35 +401,6 @@ stripping out the file extension:
* e.g. `foomod_foothing`
-Normalmap Textures
-------------------
-
-If shaders and bumpmapping or parallax occlusion is enabled, Minetest tries
-to load normalmaps.
-Those image files have to end with `_normal.png` and start with the same name
-as their corresponding texture.
-For example a normalmap for `foomod_foothing.png` has to be called
-`foomod_foothing_normal.png`.
-
-The sRGB R, G and B colour values of a normalmap pixel are each directly
-mapped from `{0, ..., 255}` to `[-1, 1]` and, taken together,
-define the normal vector.
-The alpha channel defines the heightmap for parallax occlusion.
-To be safe, the alpha values should always be bigger than zero
-because the colour values, which define the normal vector,
-may be undefined for image formats where colour is discarded in fully
-transparent pixels.
-
-Bumpmapping and parallax occlusion are currently experimental features:
-
-* Bumpmapping in Minetest happens in an obscure way; there are no light sources
- defined in the shaders except the sunlight direction.
-* Parallax occlusion with relief-mapping mode does not yet work correctly
- together with Minetest's Fastfaces.
-* The normalmap files must end with `.png`, so other image files are not
- supported.
-
-
Texture modifiers
-----------------
@@ -834,7 +805,7 @@ Example (colored grass block):
-- Overlay tiles: define them in the same style
-- The top and bottom tile does not have overlay
overlay_tiles = {"", "",
- {name = "default_grass_side.png", tileable_vertical = false}},
+ {name = "default_grass_side.png"}},
-- Global color, used in inventory
color = "green",
-- Palette in the world
@@ -1204,7 +1175,7 @@ Look for examples in `games/devtest` or `games/minetest_game`.
base cube without affecting them.
* The base cube texture tiles are defined as normal, the `plantlike`
extension uses the defined special tile, for example:
- `special_tiles = {{name = "default_papyrus.png", tileable_vertical = true}},`
+ `special_tiles = {{name = "default_papyrus.png"}},`
`*_optional` drawtypes need less rendering time if deactivated
(always client-side).
@@ -7043,13 +7014,8 @@ Tile definition
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
-* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
- tileable_horizontal=bool, align_style="node"/"world"/"user", scale=int}`
+* `{name="image.png", backface_culling=bool, align_style="node"/"world"/"user", scale=int}`
* backface culling enabled by default for most nodes
- * tileable flags are info for shaders, how they should treat texture
- when displacement mapping is used.
- Directions are from the point of view of the tile texture,
- not the node it's on.
* align style determines whether the texture will be rotated with the node
or kept aligned with its surroundings. "user" means that client
setting will be used, similar to `glasslike_framed_optional`.