Fire.IceTexture
- Extends
- FractalTexture
- Modifiers
- native noexport
Core.Object
|
+-- Engine.Bitmap
|
+-- Engine.Texture
|
+-- Fire.FractalTexture
|
+-- Fire.IceTexture
Inherited Variables from Engine.Texture |
Accumulator, Alpha, AnimCurrent, AnimNext, bAlphaBlend, bAutoUPan, bAutoVPan, bBigWavy, bDirtyShadows, bEnvironment, bFakeBackdrop, bGouraud, bHasComp, bHighColorQuality, bHighLedge, bHighShadowDetail, bHighTextureQuality, bInvisible, bLowShadowDetail, bMasked, bMirrored, bModulate, bNoMerge, bNoSmooth, bNotSolid, bParametric, bPortal, bRealtime, bRealtimeChanged, bSemisolid, bSmallWavy, bSpecialLit, bTransparent, bTwoSided, BumpMap, bUnlit, bWaterWavy, bX2, bX3, bX4, bX5, bX6, bX7, DecompFormat, DecompMips, DetailTexture, Diffuse, DrawScale, FootstepSound[6], Friction, HitSound, LODSet, MacroTexture, MaxFrameRate, MinFrameRate, MipMult, Mips, PaletteTransform, PrimeCount, PrimeCurrent, Specular, SurfaceType, UClampMode, VClampMode |
Enumerations Summary |
PanningType SLIDE_Linear,
SLIDE_Circular,
SLIDE_Gestation,
SLIDE_WavyX,
SLIDE_WavyY,
|
TimingType TIME_FrameRateSync,
TIME_RealTimeScroll,
|
var transient int ForceRefresh;
var transient int LocalSource;
var float MasterCount;
var transient
texture OldSourceTex;
var transient int OldUDisplace;
var transient int OldVDisplace;
var transient float TickAccu;
var float UDisplace;
var float UPosition;
var float VDisplace;
var float VPosition;
IceLayer
var(IceLayer) byte Amplitude;
var(IceLayer) byte Frequency;
var(IceLayer)
texture GlassTexture;
var(IceLayer) byte HorizPanSpeed;
var(IceLayer) bool MoveIce;
var(IceLayer)
texture SourceTexture;
var(IceLayer) byte VertPanSpeed;
enum
PanningType
{
SLIDE_Linear,
SLIDE_Circular,
SLIDE_Gestation,
SLIDE_WavyX,
SLIDE_WavyY,
};
enum
TimingType
{
TIME_FrameRateSync,
TIME_RealTimeScroll,
};
Creation time: zo 11-11-2012 21:14:10.365 - Created with
UnCodeX