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Engine.Texture

Extends
BitmapMaterial
Modifiers
safereplace native noteditinlinenew dontcollapsecategories noexport

Core.Object
|   
+-- Engine.Material
   |   
   +-- Engine.RenderedMaterial
      |   
      +-- Engine.BitmapMaterial
         |   
         +-- Engine.Texture

Direct Known Subclasses:

Cubemap

Variables Summary
floatAccumulator
textureAnimCurrent
boolbHasComp
boolbParametric
boolbRealtime
boolbRealtimeChanged
ETextureFormatCompFormat
textureDetailTexture
textureEnvironmentMap
EEnvMapTransformTypeEnvMapTransformType
intInternalTime[2]
colorMaxColor
intMaxLOD
intMinLOD
array<int>Mips
colorMipZero
bytePrimeCurrent
bytePS2FirstMip
bytePS2NumMips
pointerRenderInterface
floatSpecular
int__LastUpdateTime[2]
Animation
textureAnimNext
floatMaxFrameRate
floatMinFrameRate
bytePrimeCount
Quality
boolbHighColorQuality
boolbHighTextureQuality
Surface
boolbAlphaTexture
boolbMasked
boolbTwoSided
Texture
MaterialDetail
floatDetailScale
ELODSetLODSet
intNormalLOD
palettePalette
Inherited Variables from Engine.BitmapMaterial
Format, UBits, UClamp, UClampMode, USize, VBits, VClamp, VClampMode, VSize
Inherited Variables from Engine.RenderedMaterial
renderedmaterial_dummy

Enumerations Summary
EEnvMapTransformType
EMTT_ViewSpace, EMTT_WorldSpace, EMTT_LightSpace,
ELODSet
LODSET_None, LODSET_World, LODSET_PlayerSkin, LODSET_WeaponSkin, LODSET_Terrain, LODSET_Interface, LODSET_RenderMap, LODSET_Lightmap,
Inherited Enumerations from Engine.BitmapMaterial
ETexClampMode, ETextureFormat


Variables Detail

Accumulator Source code

var transient float Accumulator;

AnimCurrent Source code

var transient texture AnimCurrent;

bHasComp Source code

var const editconst private bool bHasComp;

bParametric Source code

var private bool bParametric;

bRealtime Source code

var private bool bRealtime;

bRealtimeChanged Source code

var private transient bool bRealtimeChanged;

CompFormat Source code

var const editconst ETextureFormat CompFormat;

DetailTexture Source code

var deprecated texture DetailTexture;

EnvironmentMap Source code

var deprecated texture EnvironmentMap;

EnvMapTransformType Source code

var EEnvMapTransformType EnvMapTransformType;

InternalTime[2] Source code

var const int InternalTime[2];

MaxColor Source code

var const color MaxColor;

MaxLOD Source code

var transient int MaxLOD;

MinLOD Source code

var int MinLOD;

Mips Source code

var private native const array<int> Mips;

MipZero Source code

var const color MipZero;

PrimeCurrent Source code

var transient byte PrimeCurrent;

PS2FirstMip Source code

var byte PS2FirstMip;

PS2NumMips Source code

var byte PS2NumMips;

RenderInterface Source code

var const transient pointer RenderInterface;

Specular Source code

var deprecated float Specular;

__LastUpdateTime[2] Source code

var const transient int __LastUpdateTime[2];

Animation

AnimNext Source code

var(Animation) texture AnimNext;

MaxFrameRate Source code

var(Animation) float MaxFrameRate;

MinFrameRate Source code

var(Animation) float MinFrameRate;

PrimeCount Source code

var(Animation) byte PrimeCount;

Quality

bHighColorQuality Source code

var(Quality) private bool bHighColorQuality;

bHighTextureQuality Source code

var(Quality) private bool bHighTextureQuality;

Surface

bAlphaTexture Source code

var(Surface) bool bAlphaTexture;

bMasked Source code

var(Surface) bool bMasked;

bTwoSided Source code

var(Surface) bool bTwoSided;

Texture

Detail Source code

var(Texture) Material Detail;

DetailScale Source code

var(Texture) float DetailScale;

LODSet Source code

var(Texture) ELODSet LODSet;

NormalLOD Source code

var(Texture) int NormalLOD;

Palette Source code

var(Texture) palette Palette;


Enumerations Detail

EEnvMapTransformType Source code

enum EEnvMapTransformType
{
EMTT_ViewSpace, EMTT_WorldSpace, EMTT_LightSpace,
};

ELODSet Source code

enum ELODSet
{
LODSET_None, LODSET_World, LODSET_PlayerSkin, LODSET_WeaponSkin, LODSET_Terrain, LODSET_Interface, LODSET_RenderMap, LODSET_Lightmap,
};


Defaultproperties

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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Creation time: Wed 7/2/2007 19:16:20.390 - Created with UnCodeX