Inheritance[edit | edit source]
Elements[edit | edit source]
Attributes[edit | edit source]
- file (string) - resource file path to the texture image
- alphaMode (ALPHAMODE) - Blending mode
Summary[edit | edit source]
The graphic may be an image loaded by Blizzard or an addon, or it may be a solid color or gradient. Textures support partially transparent images and different strategies for blending these into other images. They may be changed to show only a portion of a loaded image using 'texture coordinates'. Note: The Texture must be within a Layer.
Example[edit | edit source]
<Texture name="MyTexture" file="Interface\ItemSocketingFrame\UI-ItemSockets" alphaMode="ADD"> <Size> <AbsDimension x="13" y="13"/> </Size> <Anchors> <Anchor point="CENTER"> <Offset> <AbsDimension x="0" y="0"/> </Offset> </Anchor> </Anchors> <TexCoords left="0.398" right="0.445" top="0.402" bottom="0.449"/> </Texture>
Details[edit | edit source]
Images[edit | edit source]
Textures are the means to display images in the game. The image must be either a TGA file (http://en.wikipedia.org/wiki/Truevision_TGA) or BLP file (http://en.wikipedia.org/wiki/.BLP) image file. Textures may only load images whose dimensions are powers of two, such as 2x2, 4x8, and so on. Images that have non-power of two dimensions will show up as solid green textures. The image does not need to be square, however, so rectangular dimensions like 32x128 are also valid.
Virtual Textures[edit | edit source]
Virtual textures are textures that are allowed to be used as a template for other textures. This is useful in situations where textures vary by a small amount. In this case, the similarity can be put in a virtual texture, and the children need to only describe their differences.