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-rw-r--r--doc/lua_api.txt189
1 files changed, 3 insertions, 186 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt
index 3b3f17634..7d552c980 100644
--- a/doc/lua_api.txt
+++ b/doc/lua_api.txt
@@ -414,119 +414,6 @@ the word "`alpha`", then each texture pixel will contain the RGB of
`<color>` and the alpha of `<color>` multiplied by the alpha of the
texture pixel.
-Particle blend
---------------
-Blend function is defined by integer number.
-There is a huge number of acceptable blend modificators.
-Colour of a resulting pixel calculated using formulae:
-
- red = source_red * source_factor + destination_red * destination_factor
-
-and so on for every channel.
-
-Here is a some examples:
-
-Default value:
-
- material_type_param = 0,
-
-Use this value to disable blending. Texture will be applied to existing pixels
-using alpha channel of it. Its recomended to use 1-bit alpha
-in that case. This value will leave z-buffer writeable.
-
-Additive blend:
-
- material_type_param = 12641,
-
-Source = src_alpha, destination = one, alpha source is a texture and
-vertex_color, modulate_1x.
-Black color is completely transparent, white color is completely opaque.
-Alpha channel still used to calculate result color, but not nessesary.
-'destination = one' means that resulting color will be calculated using
-overwritten pixels values.
-For example with color of source (our texture) RGBA = (0,192,255,63)
-"blue-cyan", 1/4 opaque.
-and already rendered pixel color (40,192,0) "dark lime green" we will get color:
-
-R = source_red(0) * source_factor(src_alpha=63/255) +
- destination_red(40) * destination_factor(one) =
- 0 * 63/255 + 40 * 1 = 40
-
-G = 192 * 63/255 + 192 * 1 = 239
-B = 255 * 63/255 + 0 * 1 = 63
-
-Result: (40,239,63), "green" (a kind of).
-Note, if you made a texture with some kind of shape with colour 662211h
-it will appear dark red with a single particle, then yellow with a
-several of them and white if player looking thru a lot of them. With
-this you could made a nice-looking fire.
-
-Substractive blend:
-
- material_type_param = 12548,
-
-Source = zero, destination = src_color, alpha source is a texture and
-vertex_color, modulate_1x.
-Texture darkness act like an alpha channel.
-Black color is completely opaque, white color is completely transparent.
-'destination = src_color' means that destination in multiplied by
-a source values. 'source = zero' means that source values ignored
-(multiplied by 0).
-
-Invert blend:
-
- material_type_param = 12597,
-
-Source = one_minus_dst_color, destination = one_minus_src_alpha, alpha source
-is a texture and vertex_color, modulate_1x.
-Pixels invert color if source color value is big enough. If not, they just
-black.
-'destination = one_minus_src_alpha' means, that effect is masked by a
-source alpha channel.
-
-You can design and use your own blend using those enum values and function
-'minetest.pack_texture_blend_func'. Returned value of a function is
-your 'material_type_param'.
-
-A values in a brackets is a multiplicators of a red, green, blue
-and alpha channels respectively.
-
-* 'minetest.ebf': global table, containing blend factor enum values. Such as:
- * zero = 0 -- src & dest (0, 0, 0, 0)
- * one = 1 -- src & dest (1, 1, 1, 1)
- * dst_color = 2 -- src (destR, destG, destB, destA)
- * one_minus_dst_color = 3 -- src (1-destR, 1-destG, 1-destB, 1-destA)
- * src_color = 4 -- dest (srcR, srcG, srcB, srcA)
- * one_minus_src_color = 5 -- dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
- * src_alpha = 6 -- src & dest (srcA, srcA, srcA, srcA)
- * one_minus_src_alpha = 7 -- src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
- * dst_alpha = 8 -- src & dest (destA, destA, destA, destA)
- * one_minus_dst_alpha = 9 -- src & dest (1-destA, 1-destA, 1-destA, 1-destA)
- * src_alpha_saturate = 10 -- src (min(srcA, 1-destA), idem, ...)
-
-* 'minetest.emfn': global table, containing modulate enum values.
- * Multiply the components of the arguments, and shift the products to the
- * left by x bits for brightening. Contain:
- * modulate_1x = 1 -- no bit shift
- * modulate_2x = 2 -- 1 bits shift
- * modulate_4x = 4 -- 2 bits shift
-
-'modulate_4x' is quite useful when you want to make additive blend stronger
-with a lower amount of particles.
-
-* 'minetest.eas': global table, containing alpha source enum values. Such as:
- * none = 0 -- do not use alpha.
- * vertex_color = 1 -- use vertex color alpha.
- * texture = 2 -- use texture alpha.
-
-You can use both 'vertex_color' and 'texture' source by using value 3.
-
-* 'minetest.pack_texture_blend_func(srcFact, dstFact, modulate, alphaSource)': return integer
- * Pack texture blend funcion variable. Depending from that variable blend
- * function will be applied in time of a render poligons with selected material.
- * Therefore resulting pixel will be 'source * srcFact + destination * dstFact'
- * Use result of this function as 'material_type_param'.
-
Sounds
------
Only Ogg Vorbis files are supported.
@@ -3763,7 +3650,7 @@ Definition tables
### Tile definition
* `"image.png"`
-* `{name="image.png", animation={Animation definition}}`
+* `{name="image.png", animation={Tile Animation definition}}`
* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
tileable_horizontal=bool}`
* backface culling enabled by default for most nodes
@@ -3774,50 +3661,8 @@ Definition tables
* deprecated, yet still supported field names:
* `image` (name)
-### Animation definition
-
-#### Node animation, particle and particle spawners
-* `{ type="vertical_frames",
- aspect_w=16,
- -- ^ specify width of a picture in pixels.
- aspect_h=16,
- -- ^ specify height of a frame in pixels.
- length=3.0
- -- ^ specify full loop length.
- first_frame = 0, -- <- only for particles, use
- min_first_frame = 0, -- <- for particle spawners
- max_first_frame = 0,
- loop_animation = true, -- <- only for particles and particle spawners
- -- specify if animation should start from beginning after last frame.
-}`
-
-#### Particle and particle spawners only
-* `{
- type="2d_animation_sheet", -- <- only for particles and particle spawners
- vertical_frame_num = 1,
- horizontal_frame_num = 1,
- -- ^ specify amount of frames in texture.
- -- Can be used both for animation or for texture transform
- -- together with first_frame variable.
- -- A animation texture separated on equal parts of frames,
- -- by horizontal and vertical numbers. For example with
- -- vertical_frame_num = 4 and horizontal_frame_num = 3 we got
- -- 4*3 = 12 frames in total. Animation sequence start from
- -- left top frame and go on to the right until reach end of
- -- row. Next row also start from left frame.
- first_frame = 0, -- <- only for particles, use
- min_first_frame = 0, -- <- for particle spawners
- max_first_frame = 0,
- -- ^ specify first frame to start animation.
- frame_length = -1,
- -- ^ specify length of a frame in seconds. Negative and zero values
- -- disable animation. A sequence with vertical_frame_num = 4 and
- -- horizontal_frame_num = 3, first_frame = 4 and frame_length = 0.1
- -- will end in (4*3-4)*0.1 = 0.8 seconds.
- loop_animation = true,
- -- specify if animation should start from beginning after last frame.
-}`
- * All settings are optional. Default values is located in this example.
+### Tile animation definition
+* `{type="vertical_frames", aspect_w=16, aspect_h=16, length=3.0}`
### Node definition (`register_node`)
@@ -4272,20 +4117,6 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ optional, if specified spawns particle only on the player's client
- material_type_param = 12641,
- -- ^ optional, if specified spawns particle with
- -- specified material type param and disable z-buffer.
- -- Some examples:
- -- Default value: 0,
- -- Additive blend: 12641,
- -- Substractive blend: 12548,
- -- Invert blend: 12597,
- -- See also "Particle blend".
- animation = {Animation definition},
- -- ^ see above. Note, that particle and particle spawners have differences.
- glow = 15,
- -- ^ optional, specify particle self-luminescence in darkness.
- values may vary from 0 (no glow) to 15 (bright glow).
}
### `ParticleSpawner` definition (`add_particlespawner`)
@@ -4320,20 +4151,6 @@ The Biome API is still in an experimental phase and subject to change.
-- ^ Uses texture (string)
playername = "singleplayer"
-- ^ Playername is optional, if specified spawns particle only on the player's client
- material_type_param = 12641,
- -- ^ optional, if specified spawns particle with specified material type
- -- param and disable z-buffer.
- -- Some examples:
- -- Default value: 0,
- -- Additive blend: 12641,
- -- Substractive blend: 12548,
- -- Invert blend: 12597,
- -- See also "Particle blend".
- animation = {Animation definition},
- -- ^ see above. Note, that particle and particle spawners have differences.
- glow = 15,
- -- ^ optional, specify particle self-luminescence in darkness.
- values may vary from 0 (no glow) to 15 (bright glow).
}
### `HTTPRequest` definition (`HTTPApiTable.fetch_async`, `HTTPApiTable.fetch_async`)