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I'd like to propose a META for slope texture. Something like:

0 !SLOPE_TEXTURE BEGIN
<faces that have slope texture>
0 !SLOPE TEXTURE END

or if there's only one line:

0 !SLOPE_TEXTURE
<face that has slope texture>
Unless I'm having false memories, there are at least two different slope textures, and I think that should be accounted for. There is the standard rough slope texture and the less frequent not so rough (but not shiny) slope texture.
I think there should be a BEGIN and END statement as there are pieces which have a print on those textured faces and those will consist of many triangles.
If this is about texture mapping why not just extend !TEXMAP ? Or I'm I missing something?

Code:
0 !TEXMAP <START | NEXT> SLOPE <parameters> <pngfile>
0 !TEXMAP FALLBACK
0 !TEXMAP END
It's more about bump mapping than texture mapping. That doesn't necessarily mean that it shouldn't be added as an extension to !TEXMAP. Also, I don't think Orion expects there to be an image file; he just wants the textured (rough) parts of slopes to be called out as such in the LDraw library itself.
Yup. This way parsers can insert the appropriate bumps during rendering or exporting to ray-tracers
Do I understand you correctly that you just want to give one (or more in case of wedges) surfaces that need bumps.

Now if there is a pattern, it is then the task of the renderer to look for the right triangles and quads that are on that surface to apply the bumps to them.

Wouldn't it be easier if the renderer can rely on the part syntax that all surfaces that require bumps to be in the "SLOPE" bracket?
Travis Cobbs Wrote:It's more about bump mapping than texture mapping. That doesn't necessarily mean that it shouldn't be added as an extension to !TEXMAP. Also, I don't think Orion expects there to be an image file; he just wants the textured (rough) parts of slopes to be called out as such in the LDraw library itself.
We could use some static indicaters instead of the png filename. a renderer will have to load an image at some point anyway, so why not let it use the same meta structures so it only has to substitute the static name for some local image.

We could allow it for all texture kinds (planar, cylindrical, sphere) and just distribute the default textures (using those static names) with the library.

edit: we would need to add the indication to use it as bump mapping somehow though.
POV-Ray can do normals/bumps without bitmap images.

Another option would be to create new line types for bumpy triangles and quads.

That would break a lot of software though.
This over complicates things. I want a simple, clear way to distinguish the rough texture on the appropriate slope brick faces. I think a meta is the best way to go about this.
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