Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 00069 00070 00071 00072 00073 00074 00075 00076 00077 00078 00079 00080 00081 00082 00083 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 00100 00101 00102 00103 00104 00105 00106 00107 |
//============================================================================= // Texture: An Unreal texture map. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Texture extends BitmapMaterial safereplace native noteditinlinenew dontcollapsecategories noexport; // Palette. var(Texture) palette Palette; // Detail texture. var(Texture) Material Detail; var(Texture) float DetailScale; // Internal info. var const color MipZero; var const color MaxColor; var const int InternalTime[2]; // Deprecated stuff. var deprecated texture DetailTexture; // Detail texture to apply. var deprecated texture EnvironmentMap; // Environment map for this texture var deprecated enum EEnvMapTransformType { EMTT_ViewSpace, EMTT_WorldSpace, EMTT_LightSpace, } EnvMapTransformType; var deprecated float Specular; // Specular lighting coefficient. // Texture flags. var(Surface) bool bMasked; var(Surface) bool bAlphaTexture; var(Surface) bool bTwoSided; 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 const editconst private bool bHasComp; //!!OLDVER Whether a compressed version exists. // Level of detail set var() enum ELODSet { #if IG_TRIBES3 // rowan: completely custom texture set for tribes LODSET_None, LODSET_World, LODSET_GameDevice, LODSET_Character, LODSET_Vehicle, LODSET_Terrain, LODSET_FirstPersonWeapon, LODSET_Lightmap, LODSET_Interface, #else LODSET_None, LODSET_World, LODSET_PlayerSkin, LODSET_WeaponSkin, LODSET_Terrain, LODSET_Interface, LODSET_RenderMap, LODSET_Lightmap, #if IG_BUMPMAP // rowan: extra texture LOD category for normal maps LODSET_NormalMap, #endif #endif } LODSet; var() int NormalLOD; var int MinLOD; var transient int MaxLOD; // 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; var const editconst ETextureFormat CompFormat; //!!OLDVER var const transient int RenderInterface; var const transient int __LastUpdateTime[2]; defaultproperties { Specular=1 LODSet=LODSET_World EnvMapTransformType=EMTT_ViewSpace MipZero=(R=64,G=128,B=64,A=0) MaxColor=(R=255,G=255,B=255,A=255) DetailScale=8.0 #if IG_RENDERER // rowan: set Materialtype for quick casts MaterialType = MT_Texture #endif } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |