Translations:Plugin:TabSRMM/Skinning format/27/en: Difference between revisions

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There are 2 ways to do this:
There are 2 ways to do this:
* with the *Image=xxx.png* statement, you can specify the source file.
* with the <tt>Image=xxx.png</tt> statement, you can specify the source file.
* with the *Glyph=x,y,x1,y1* statement, you specify the rectangle in the *GLPYH* image. The glyphs image is a special item. Its name must be *$glyphs* and it must exist when you use reference the glyph image in any other image item. It's not mandatory though – if you don't want to use it, you can load each image item from an independent .PNG image using the *Image=* statement. The advantage of using glyphs is that it will provide faster rendering and consume *MUCH* less resources. The glyph way allows that all skin textures can exist within a single image file.
* with the <tt>Glyph=x,y,x1,y1</tt> statement, you specify the rectangle in the glyph image. The glyphs image is a special item. Its name must be <tt>$glyphs</tt> and it must exist when you use reference the glyph image in any other image item. It's not mandatory though – if you don't want to use it, you can load each image item from an independent .png image using the <tt>Image=</tt> statement. The advantage of using glyphs is that it will provide faster rendering and consume much less resources. The glyph way allows that all skin textures can exist within a single image file.

Latest revision as of 02:20, 27 September 2022

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Message definition (Plugin:TabSRMM/Skinning format)
There are 2 ways to do this:
* with the <tt>Image=xxx.png</tt> statement, you can specify the source file.
* with the <tt>Glyph=x,y,x1,y1</tt> statement, you specify the rectangle in the glyph image. The glyphs image is a special item. Its name must be <tt>$glyphs</tt> and it must exist when you use reference the glyph image in any other image item. It's not mandatory though – if you don't want to use it, you can load each image item from an independent .png image using the <tt>Image=</tt> statement. The advantage of using glyphs is that it will provide faster rendering and consume much less resources. The glyph way allows that all skin textures can exist within a single image file.

There are 2 ways to do this:

  • with the Image=xxx.png statement, you can specify the source file.
  • with the Glyph=x,y,x1,y1 statement, you specify the rectangle in the glyph image. The glyphs image is a special item. Its name must be $glyphs and it must exist when you use reference the glyph image in any other image item. It's not mandatory though – if you don't want to use it, you can load each image item from an independent .png image using the Image= statement. The advantage of using glyphs is that it will provide faster rendering and consume much less resources. The glyph way allows that all skin textures can exist within a single image file.