Specifying a Shader 61
Deko500 User’s Guide
The texture is copied from its file, in its original size, and
“pasted” onto the detail. The texture’s size does not change —
the larger the detail, the greater the area of texture that is
applied to it.
In addition to Deko500 (.dko) graphics, Deko500 can import
Windows bitmap files (.bmp), Graphics Factory stills (.gf),
videoDesigner stills (.tv), JPEG files (.jpg), TIFF files (.tif),
Targa files (.tga) and Pinnacle (.g) files created in FlashFile,
Lightning or Genie, to use as textures.
Multiple Deko500 graphics can use the same texture file.
TEXTURE OPTIONS
File Name
The name of the texture file.
If you check the File Name check box (the default), Deko500 saves
only the name of the texture file when saving the graphic. Any
changes you make to the texture file will be reflected in the graphic
as well.
If you un-check File Name, Deko500 copies the bitmap from the
original texture file and saves it as part of the graphic. The word
“unnamed” appears in the File Name text box to indicate that the
texture is being stored with the graphic. The graphic will increase
in size by approximately the size of the texture file. Any
subsequent changes you make to the o riginal texture file will not
affect the texture bitmap saved with the graphic.
Details using textured shaders can sa ve only the name of the
texture file; they cannot store an unnamed texture.
Group
Specifies how the ramp should be applied:
letter
applies the texture individually to each letter.
word
applies the texture to each word.
row
applies the texture to each row of text.
page
applies the texture to the entire page of text.
Opacity
Controls the texture’s opacity, from zero (transparent) to 100
(opaque).
H offset
Offsets the texture relative to its horizontal alignment.
V offset
Offsets the texture relative to its vertical alignment.