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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 Bitmap
		safereplace
		native
			noexport;

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

// Surface properties.
var() float Diffuse;			// Diffuse lighting coefficient.
var() float Specular;		// Specular lighting coefficient.
var() float Alpha;			// Alpha.
var() float DrawScale;       // Scaling relative to parent.
var() float Friction;		// Surface friction coefficient, 0=none, 1=full.
var() float MipMult;         // Mipmap multiplier.

// Sounds.
var() sound FootstepSound[6];			// Footstep sound.
var() sound HitSound;					// Sound when the texture is hit with a projectile.

// Surface flags. !!out of date
var          bool bInvisible;
var(Surface) 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 bAlphaBlend;
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.
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 private           bool bHasComp;			// Whether a compressed version exists.


// Level of detail set.
var(Quality) enum ELODSet
{
	LODSET_None,   // No level of detail mipmap tossing.
	LODSET_World,  // World level-of-detail set.
	LODSET_Skin,   // Skin level-of-detail set.
} LODSet;

// 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, DecompMips;
var private native ETextureFormat DecompFormat;

// Footprints, based on Decals.
var() enum ESurfaceTypes
{
	EST_Default,
	EST_Rock,
	EST_Dirt, // Footprints
	EST_Metal,
	EST_Wood,
	EST_Plant,
	EST_Flesh,
	EST_Ice,
	EST_Snow, // Footprints
	EST_Water,
	EST_Glass,
	EST_Carpet,
	EST_Custom00,
	EST_Custom01,
	EST_Custom02,
	EST_Custom03,
	EST_Custom04,
	EST_Custom05,
	EST_Custom06, // Footprints
	EST_Custom07, // Footprints
	EST_Custom08, // Footprints
	EST_Custom09, // Footprints
	EST_Custom10 // Footprints
} SurfaceType;

// Clamping mode for textures
var(Texture) enum EUClampMode
{
	UWrap,  
	UClamp,
} UClampMode;
var(Texture) enum EVClampMode
{
	VWrap,
	VClamp,
} VClampMode;

// Color for firetextures
var(Texture) transient color PaletteTransform; // change fade palette of the texture in editor

defaultproperties
{
				Diffuse=1.000000
				DrawScale=1.000000
				Friction=1.000000
				MipMult=1.000000
				LODSet=LODSET_World
}

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Class file time: zo 11-11-2012 21:10:26.000 - Creation time: zo 11-11-2012 21:14:20.615 - Created with UnCodeX