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Engine.ProceduralMesh


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// Unreal Procedural Mesh
// Written by .:..:
Class ProceduralMesh extends Info
	Native;

enum EDepthMapType
{
	DM_Red,
	DM_Green,
	DM_Blue,
	DM_Total
};
struct WavesEntryType
{
	var() Texture WaveTexture; // The texture to use heightmaps from
	var() EDepthMapType DepthMapColor; // The color thats detected as heightmap
	var() vector WaveDirection; // Direction of the waves
	var() float WaveDepth; // Maximum depth of the waves
	var() float WaveMapX[2],WaveMapY[2]; // X/Y wave texture coords (Min/Max).
};
var() array<WavesEntryType> Waves;
var() int UsingMeshFrame; // Use animation keyframe of the model (not for skeletal meshes)

// Reset the fluid model with new parms etc...
native(1743) final function ResetModel();

defaultproperties
{
				bHidden=False
				bNoDelete=True
				RemoteRole=ROLE_None
				Skin=Texture'Engine.DefaultTexture'
				RenderIteratorClass=Class'Engine.ProceduralMeshRI'
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:19.787 - Created with UnCodeX