The texture map images for iris and sclera are specified with irisTexture
and scleraTexture
:
"irisTexture" : "hazel/iris.bmp", "scleraTexture" : "hazel/sclera.bmp",
If you prefer a solid color to an image, omit those lines and instead use irisColor
and/or scleraColor
, with color specified as three values [red, green,blue] in brackets:
"scleraColor" : [ 255, 255, 255 ],
Colors can either be three integers in the range 0 to 255 (like most folks are used to) or three floating-point values from 0.0 to 1.0 (same idea, just different scale).
Solid colors save a TON of space compared to texture maps, if your design can get away with it.
A few more items have configurable colors:
"pupilColor" : [ 0, 0, 0 ], "backColor" : [ 140, 40, 20 ],
pupilColor
is self-explanatory…like if you want glowing red or white pupils or something.
backColor
covers the outermost/backmost part of the eye where the sclera texture map (or color) doesn’t reach. With a little planning, this and your sclera texture map can be designed to blend together…otherwise you’ll see a conspicuous crescent of backColor
when the eye is looking off to a side.
The eyelid (and background) color is also configurable, but it’s not a normal RGB color. Instead, use eyelidIndex
and an 8-bit value:
"eyelidIndex" : "0x00",
Notice the hexadecimal value must be quoted. The value corresponds to one of the colors in this palette:
eyelidIndex
doesn’t use a normal RGB value because the code is using an optimization trick here, which limits the available colors in this one area. The default eyelidIndex
if unspecified is “0x00” — black.
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