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Engine.Texture


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//=============================================================================
// Texture: An Unreal texture map.
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class Texture extends BitmapMaterial
    safereplace
    native
    noteditinlinenew
    dontcollapsecategories
    noexport;

// Palette.
var(Texture) palette Palette;

// Detail texture.
var(Texture) Material Detail;
var(Texture) float DetailScale;

// Internal info.
var const color MipZero;
var const color MaxColor;
var const int   InternalTime[2];

// Deprecated stuff.
var deprecated texture DetailTexture;   // Detail texture to apply.
var deprecated texture EnvironmentMap;// Environment map for this texture
var deprecated enum EEnvMapTransformType 
{
    EMTT_ViewSpace,
    EMTT_WorldSpace,
    EMTT_LightSpace,
} EnvMapTransformType;
var deprecated float Specular;      // Specular lighting coefficient.


// Texture flags.
var(Surface)            bool bMasked;
var(Surface)            bool bAlphaTexture;
var(Surface)            bool bTwoSided;
var(Quality) private    bool bHighColorQuality;   // High color quality hint.
var(Quality) private    bool bHighTextureQuality; // High color quality hint.
var private             bool bRealtime;           // Texture changes in realtime.
var private             bool bParametric;         // Texture data need not be stored.
var private transient   bool bRealtimeChanged;    // Changed since last render.
var const editconst private  bool bHasComp;     //!!OLDVER Whether a compressed version exists.

// Level of detail set (gam) ---
var() enum ELODSet
{
    LODSET_None,
    LODSET_World,
    LODSET_PlayerSkin,
    LODSET_WeaponSkin,
    LODSET_Terrain,
    LODSET_Interface,
    LODSET_RenderMap,
    LODSET_Lightmap,
} LODSet;

var() int NormalLOD;
var int MinLOD;
var transient int MaxLOD;
// --- gam

// Animation.
var(Animation) texture AnimNext;
var transient  texture AnimCurrent;
var(Animation) byte    PrimeCount;
var transient  byte    PrimeCurrent;
var(Animation) float   MinFrameRate, MaxFrameRate;
var transient  float   Accumulator;

// Mipmaps.
var private native const array<int> Mips;
var const editconst ETextureFormat CompFormat; //!!OLDVER

// these "PS2" bytes were crammed into UTexture's alignment padding,
//  but weren't mentioned here.
//  DO NOT USE THESE IN UNREALSCRIPT UNLESS YOU KNOW WHAT YOU'RE DOING!
//   (I guess.)  --ryan.
var byte PS2FirstMip;
var byte PS2NumMips;

var const transient pointer RenderInterface;
var const transient int __LastUpdateTime[2];

defaultproperties
{
     DetailScale=8.000000
     MipZero=(B=64,G=128,R=64)
     MaxColor=(B=255,G=255,R=255,A=255)
     LODSet=LODSET_World
     MaterialType=8256
}

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Class file time: Mon 23/10/2006 20:25:16.000 - Creation time: Wed 7/2/2007 19:16:54.718 - Created with UnCodeX