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    Textures


    Textures

    Textures are assets that usually contain an image. In Evergine, they are mostly used in materials to provide color detail in your application. How the texture is viewed in your application depends on the material itself. For example, a texture can be used as diffuse or emissive color information.

    Textures can also be used in other areas, such as Sprites or UI elements.

    Mipmapping

    Evergine also supports mipmapping. It can generate or load the successive half-reductions of the texture, consisting of the mip levels. This process is crucial when dealing with Texture Filtering (anisotropic, linear, bilinear, etc.).

    Mip mapping

    Texture Types

    Evergine supports these basic GPU texture types (detailed in this section):

    • Texture2D
    • Texture1D
    • Texture1DArray
    • Texture2DArray
    • TextureCube
    • TextureCubeArray
    • Texture3D

    Supported File Types

    Evergine supports importing the following texture types:

    • .png
    • .jpg
    • .jpeg
    • .bmp
    • .gif
    • .tga
    • .dds
    • .ktx
    • .hdr
    Note

    Evergine will only import the first frame of any animated image file like .gif and will load it as a static texture.

    In This Section

    • Texture types
    • Import Textures
    • How to create a texture from code
    • Texture Editor
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