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53rd procedural texture: N rays radiating from the texture center. Each pixel computes its angle via atan2 and finds the angular distance to the nearest ray axis (handling the ±π wrap so rays around the seam are continuous). Pixels inside any ray's angular band get the ray color. Brightness tapers linearly with distance from center: 1.0 at the hub, 0.4 at the texture diagonal — gives sun-rays that fade as they extend outward instead of reading as infinite lines. Useful for sun motifs, holy/divine symbols, paladin insignias, mage-robe trim, mosaic medallion centers, shrine floor inlays, and any "radiant glory" surface. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||