Define a texture that can be drawn into. You do this with a line in
ANIMDEFS:
cameratexture <texture name> <width> <height> [fit <width> <height>]
e.g.
cameratexture CAMTEX1 64 64
- Creates a texture called CAMTEX1.
cameratexture CAMTEX2 100 50 fit 80 50
Creates a texture called CAMTEX2. Its actual dimensions are 100x50,
- but it will be scaled to fit into an area 80x50 units large.
cameratexture STARTAN2 64 64
- Replaces the existing texture STARTAN2 with a new one that can be
rendered into. Since no fit size was provided, this new texture will
be sized to occupy the same space as the old STARTAN2 texture, which
is 128x128.
cameratexture STARTAN2 64 64 fit 64 64
- Replaces the existing texture STARTAN2, but leaves the texture
unscaled by specifying a fit size that matches the real size.
Square textures use less memory than non-square textures. However, if
you want to use a camera that can see the texture it renders into, you
should use a non-square texture.