//
//    EDGE IMAGES.DDF -redefine or add new images.
//    For documentation, see http://edge.sourceforge.net/
//    DDF Version 5.0
//

<IMAGES>

#VERSION 2.10

[gfx:EDGETTL]
IMAGE_DATA=LUMP:PNG:"EDGTTL_P";

[gfx:CREDIT2]
IMAGE_DATA=LUMP:PNG:"EDCRED_P";

[flat:CONSOLE]
IMAGE_DATA=LUMP:PNG:"CONSOL_P";
SCALE=0.5;

[gfx:SOLID_BLACK]
IMAGE_DATA=COLOUR:#000000;

[gfx:SOLID_WHITE]
IMAGE_DATA=COLOUR:#FFFFFF;

[gfx:DLIGHT_LINEAR]
IMAGE_DATA=BUILTIN:LINEAR;
SPECIAL=FORCE_CLAMP,FORCE_NOMIP,FORCE_SMOOTH;  // Don't Copy This Line

[gfx:DLIGHT_QUAD]
IMAGE_DATA=BUILTIN:QUADRATIC;
SPECIAL=FORCE_CLAMP,FORCE_NOMIP,FORCE_SMOOTH;  // Don't Copy This Line

[gfx:SHADOW_STD]
IMAGE_DATA=BUILTIN:SHADOW;
SPECIAL=FORCE_CLAMP,FORCE_NOMIP,FORCE_SMOOTH;  // Don't Copy This Line


//------------------------------------------------------------------------
// Miscellaneous Ideas....
//------------------------------------------------------------------------

// possible IMAGE_DATA_types:
//
//    WAD_FLAT, WAD_TEX, WAD_GFX,
//    WAD_SPRITE, WAD_PLSKIN, WAD_TEXPATCH,
//    (GFX is anything not a sprite, player-skin or tex-patch)
//
//    EPK:tex/foo.png
//
//    COMPOSED:256x256;
//

// pixel definitions for WAD images:
//
// WAD.PALETTE = YYY;
// WAD.COLOURMAP = XXX;

// compositing feature ??? (names must also come from images.ddf)
//
// COMPOSE.BASE = #0000FF;
// COMPOSE.IMAGES = FOO:12:64, BAR:30:32:200%, ..., BAZ:144:100:50%;

// colour conversions:
//
// processing pipeline:
//     do HSV mapping, clamp, do RGB mapping, clamp, apply overall gamma.
//
// GAMMA = 1.2;
//
// CONVERT.R = 0.2+R*0.5+G*0.2+B*0.1+I*0.3,GAMMA(0.2),MIN(0.2),MAX(0.9);
//   also G, B, and A.
//   also HSV: Do HSV before RGB mapping, GAMMA last.  Clamp each stage.
// CONVERT.H = 200 +/- H;  // nothing else allowed

// new specials:
//    NO_ALPHA (blend with black)

// GL material definitions (shiny surfaces, etc) ???


// ---- following probably doesn't belong here ----


// ROTATION = 45; // counter-clockwise, limited to the "tileables" (e.g. not sprites)

// Decals:
//
// DECAL.BULLET = XXX;
// DECAL.EXPLOSION = XXX;

// Sounds:
//
// FOOTSTEP_SOUND = FTSTEP3;

// lighting effects (not necessarily dynamic lighting)
//
// LIGHT.XXXX = YYYY;

// scrolling effects:
//
// SCROLL.XSPEED=0.5;
// SCROLL.YSPEED=3.1;

// sound effects
//
// AMBIENT_SOUND = BLAH;

