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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 expands Bitmap
    safereplace
    intrinsic;

// Subtextures.
var(Texture) texture BumpMap;       // Bump map to illuminate this texture with.
var(Texture) texture DetailTexture; // Detail texture to apply.
var(Texture) texture MacroTexture;  // Macrotexture to apply, not currently used.

// Surface properties.
var(Texture) float Diffuse;         // Diffuse lighting coefficient.
var(Texture) float Specular;        // Specular lighting coefficient.
var(Texture) float Alpha;           // Alpha.
var(Texture) float DrawScale;       // Scaling relative to parent.
var(Texture) float Friction;        // Surface friction coefficient, 1.0=none, 0.95=some.
var(Texture) float MipMult;         // Mipmap multiplier.

// Sounds.
var() sound FootstepSound;          // Footstep sound.
var() sound HitSound;               // Sound when the texture is hit with a projectile.

// Surface flags. !!out of date
var          bool bInvisible;
var          bool bMasked;
var(Surface) bool bTransparent;
var          bool bNotSolid;
var(Surface) bool bEnvironment;
var          bool bSemisolid;
var(Surface) bool bModulate;
var(Surface) bool bFakeBackdrop;
var(Surface) bool bTwoSided;
var(Surface) bool bAutoUPan;
var(Surface) bool bAutoVPan;
var(Surface) bool bNoSmooth;
var(Surface) bool bBigWavy;
var(Surface) bool bSmallWavy;
var(Surface) bool bWaterWavy;
var          bool bLowShadowDetail;
var          bool bNoMerge;
var(Surface) bool bCloudWavy;
var          bool bDirtyShadows;
var          bool bHighLedge;
var          bool bSpecialLit;
var          bool bGouraud;
var(Surface) bool bUnlit;
var          bool bHighShadowDetail;
var          bool bPortal;
var          const bool bMirrored, bX2, bX3;
var          const bool bX4, bX5, bX6, bX7;

// Texture flags. !!out of date
var const bool bNoTile;     // Texture doesn't tile.
var const bool bBumpMap;    // Is a bump map.
var const bool bBlur;       // Blur it.
var const bool bRealtime;   // Texture changes in realtime.
var const bool bParametric; // Texture data need not be stored.

// 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;

var transient const dynamicarray Mips;

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:47.343 - Created with UnCodeX