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<h4 class="subsubsection"> 4.12.3.6 Procedural, Dynamic and Animated Textures </h4>

<p>OK so we have the texture mapped onto the polygon, now the fun stuff starts.
There are several ways to introduce movement into textures. Here is the
terminology used in crystal space to describe these methods and brief
explanations of what they entail:
</p>
<a name="1"></a>
<h4 class="subsubheading"> Animated Textures </h4>
 
<p>Lets say we have several precomputed texture images, which when taken in 
sequence form an animation. An Animated texture is simply when you swap
the texture image mapped on to the polygon between the precomputed texture
images. This is the simplest, cheapest and most common method.
</p>
<a name="2"></a>
<h4 class="subsubheading"> Dynamic Textures </h4>

<p>Dynamic textures are when you manipulate the texture mapping transformation, or 
the texture co-ordinates directly. This way you can rotate/scroll for example
the texture on the polygon while it remains static.
</p>
<a name="3"></a>
<h4 class="subsubheading"> Procedural Textures </h4>

<p>If you still can't produce the effect you want with animated and or dynamic
textures then you can resort to procedural textures. Another less common name
for procedural textures is programmatic textures. This is when you write the
texture on the fly. The texture is typically a buffer you render to in the
same way as you would render to the main screen. Good procedural texture
implementations gives you full blown 3d capable facilities to render to the
texture. Fortunately Crystal Space has this :)
Typical uses for procedural textures is when the content of the texture responds
uniquely to user input or behavior. A good example is having a computer terminal
within the virtual world which the user can type on and can see what they type
come up on the virtual screen. (see section <a href="ProcTextures.html#0">Procedural Texture System</a>).
</p>

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