Texture
XML File - Examples - Texture (Clickteam Library)
Last edited 2026-04-05
The imgae parameter allows you to load texture into the shader.
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Tag list for parametrs:
|
Type |
Tag |
Description |
Value |
|
xml |
<parametr> |
This tag defines a new parameter that the shader allows to be modified. |
(None) |
|
xml |
<name> |
In this tag, it specifies the name of the parameter. |
(Any* Characters must be from the ASCII table) |
|
xml |
<code> |
||
|
xml |
<variable> |
Declaration of the variable name that you will refer to in the shader. |
|
|
xml |
<description> |
Description of what a given parameter does in the shader. |
|
|
xml |
<type> |
The type that your variable specifies |
int for Intergers or Flags; float for Floats; int_float4 for Colors; image for Texture; |
|
xml |
<property> |
This tag determines how data is entered into the variable. |
edit for entering a number like a textbox (only when <type> is int or float); spin for entering a number that you can add or subtract with the arrows (only when <type> is int or float); slider for a slider where you can change the number (only when <type> is int or float); checkbox for a bool variable, i.e. 0 or 1 (only when <type> is int); color for RGBA color variable (only when <type> is int_float4); image for texture variable (only when <type> is image); |
|
xml |
<value> |
The tag specifies what default value the parameter should have. |
32-bit number (only when <type> is int, float or int_float4); |
|
xml |
<preview_value> |
The tag sets a preview value only in the effects selection window. |
|
|
xml |
<min> |
Specifies the minimum value that can be set in the Properties window (this does not work when setting the value from the Event Editor); It also requires that the <property> tag be either slider or spin. |
32-bit number (only when <type> is int or float); |
|
xml |
<max> |
Specifies the maximum value that can be set in the Properties window (this does not work when setting the value from the Event Editor); It also requires that the <property> tag be either slider or spin. |
|
|
xml |
<delta> |
Specifies the step value when changing the value via arrows when <type> is float and <property> is spin. |
32-bit number (only when <type> is float); |
Details for the <type> tag:
int_float4 - integer value that contains 4 values between 0 and 255, used for RGBA color values. These values are transformed to a float4 variable, that contains 4 floating point values between 0 and 1 (1 corresponds to 255). This parameter type is generally used with the COLOR property type.
image - the value is the name of a graphic file in the Effects directory. This file is loaded when the user sets up the shader in the properties, and then the image is stored in the MFA file, the user can modify it with the Clickteam Fusion 2.5 picture editor. The IMAGE property type can be used only with the IMAGE variable type (and reciprocally).
Tag list for sampler:
For Direct3D 9 and Direct3D 11 it is possible to set how the sampler/texture should be rendered (antialiasing only, texture looping, etc.)
|
Type |
Tag |
Description |
Value |
|
xml |
<sampler> |
In this tag it declares the sampler settings for how the texture should be rendered |
(None) |
|
xml |
<index> |
In this tag, set the texture index value as you have it in the shader; 0 for Self texture; 1, 2, 3 for separate, etc. |
(Unsigned 32-Bit integer value) |
|
xml |
<filter> |
The tag specifies how pixels are to be interpolated between each other. |
point for Nearest-Point Sampling / Pixelated (only for Direct3D 9 and Direct3D 11); linear for Bilinear Filtering / Antialiasing (only for Direct3D 9 and Direct3D 11); anisotropic for Anisotropic Filtering (only for Direct3D 9); |
|
xml |
<addressU> |
This tag specifies how the graphics card should interpret U' (X axis for texCoord) which is outside the range of 0 to 1. |
clamp for stretched values outside the range 0 to 1; wrap for looping values outside the range 0 to 1; mirror for looping values outside the range 0 to 1 and mirroring; border for using the color from the <bordercolor> tag when the coordinate is outside the range of 0 to 1; |
|
xml |
<addressV> |
This tag specifies how the graphics card should interpret V' (Y axis for texCoord) which is outside the range of 0 to 1. |
|
|
xml |
<addressW> |
This tag specifies how the graphics card should interpret W' (Z axis for texCoord) which is outside the range of 0 to 1. |
|
|
xml |
<bordercolor> |
The color that will be used when texCoord goes outside the range of 0 to 1; |
(Unsigned 32-Bit integer value) Same rule as int_float4; |
Example parametr #1:
This example allows you to load a texture into the shader via the "fHighMap" variable.
In the shader you should define this variable as texture.
<parameter>
<name>Texture</name>
<variable>fHighMap</variable>
<code>fHighMap</code>
<description>This texture does this...</description>
<type>image</type>
<property>image</property>
<value>mytexture.png</value>
</parameter>
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