Engine
Class Texture

source: e:\games\UnrealTournament\Engine\Classes\Texture.uc
Core.Object
   |
   +--Engine.Bitmap
      |
      +--Engine.Texture
Direct Known Subclasses:ScriptedTexture, FractalTexture

class Texture
extends Engine.Bitmap

//============================================================================= // Texture: An Unreal texture map. // This is a built-in Unreal class and it shouldn't be modified. //=============================================================================
Variables
 float Accumulator
           Whether a compressed version exists.
 Texture AnimCurrent
           Whether a compressed version exists.
 ETextureFormat CompFormat
           Whether a compressed version exists.
 Mips, CompMips
           Whether a compressed version exists.
 sound FootstepSound
           Footstep sound.
 sound HitSound
           Sound when the texture is hit with a projectile.
 byte PrimeCurrent
           Whether a compressed version exists.
 bool bDirtyShadows
           Sound when the texture is hit with a projectile.
 bool bGouraud
           Sound when the texture is hit with a projectile.
 bool bHasComp
           Whether a compressed version exists.
 bool bHighLedge
           Sound when the texture is hit with a projectile.
 bool bHighShadowDetail
           Sound when the texture is hit with a projectile.
 bool bInvisible
           Sound when the texture is hit with a projectile.
 bool bLowShadowDetail
           Sound when the texture is hit with a projectile.
 bool bNoMerge
           Sound when the texture is hit with a projectile.
 bool bNotSolid
           Sound when the texture is hit with a projectile.
 bool bParametric
           Texture data need not be stored.
 bool bPortal
           Sound when the texture is hit with a projectile.
 bool bRealtime
           Texture changes in realtime.
 bool bRealtimeChanged
           Changed since last render.
 bool bSemisolid
           Sound when the texture is hit with a projectile.
 bool bSpecialLit
           Sound when the texture is hit with a projectile.
 bX2, bX3
           Sound when the texture is hit with a projectile.
 bX6, bX7
           Sound when the texture is hit with a projectile.


Source Code


00001	//=============================================================================
00002	// Texture: An Unreal texture map.
00003	// This is a built-in Unreal class and it shouldn't be modified.
00004	//=============================================================================
00005	class Texture extends Bitmap
00006		safereplace
00007		native
00008		noexport;
00009	
00010	// Subtextures.
00011	var(Texture) texture BumpMap;		// Bump map to illuminate this texture with.
00012	var(Texture) texture DetailTexture;	// Detail texture to apply.
00013	var(Texture) texture MacroTexture;	// Macrotexture to apply, not currently used.
00014	
00015	// Surface properties.
00016	var(Texture) float Diffuse;			// Diffuse lighting coefficient.
00017	var(Texture) float Specular;		// Specular lighting coefficient.
00018	var(Texture) float Alpha;			// Alpha.
00019	var(Texture) float DrawScale;       // Scaling relative to parent.
00020	var(Texture) float Friction;		// Surface friction coefficient, 1.0=none, 0.95=some.
00021	var(Texture) float MipMult;         // Mipmap multiplier.
00022	
00023	// Sounds.
00024	var() sound FootstepSound;			// Footstep sound.
00025	var() sound HitSound;				// Sound when the texture is hit with a projectile.
00026	
00027	// Surface flags. !!out of date
00028	var          bool bInvisible;
00029	var(Surface) editconst bool bMasked;
00030	var(Surface) bool bTransparent;
00031	var          bool bNotSolid;
00032	var(Surface) bool bEnvironment;
00033	var          bool bSemisolid;
00034	var(Surface) bool bModulate;
00035	var(Surface) bool bFakeBackdrop;
00036	var(Surface) bool bTwoSided;
00037	var(Surface) bool bAutoUPan;
00038	var(Surface) bool bAutoVPan;
00039	var(Surface) bool bNoSmooth;
00040	var(Surface) bool bBigWavy;
00041	var(Surface) bool bSmallWavy;
00042	var(Surface) bool bWaterWavy;
00043	var          bool bLowShadowDetail;
00044	var          bool bNoMerge;
00045	var(Surface) bool bCloudWavy;
00046	var          bool bDirtyShadows;
00047	var          bool bHighLedge;
00048	var          bool bSpecialLit;
00049	var          bool bGouraud;
00050	var(Surface) bool bUnlit;
00051	var          bool bHighShadowDetail;
00052	var          bool bPortal;
00053	var          const bool bMirrored, bX2, bX3;
00054	var          const bool bX4, bX5, bX6, bX7;
00055	
00056	// Texture flags.
00057	var(Quality) private  bool bHighColorQuality;   // High color quality hint.
00058	var(Quality) private  bool bHighTextureQuality; // High color quality hint.
00059	var private           bool bRealtime;           // Texture changes in realtime.
00060	var private           bool bParametric;         // Texture data need not be stored.
00061	var private transient bool bRealtimeChanged;    // Changed since last render.
00062	var private           bool bHasComp;			// Whether a compressed version exists.
00063	
00064	// Level of detail set.
00065	var(Quality) enum ELODSet
00066	{
00067		LODSET_None,   // No level of detail mipmap tossing.
00068		LODSET_World,  // World level-of-detail set.
00069		LODSET_Skin,   // Skin level-of-detail set.
00070	} LODSet;
00071	
00072	// Animation.
00073	var(Animation) texture AnimNext;
00074	var transient  texture AnimCurrent;
00075	var(Animation) byte    PrimeCount;
00076	var transient  byte    PrimeCurrent;
00077	var(Animation) float   MinFrameRate, MaxFrameRate;
00078	var transient  float   Accumulator;
00079	
00080	// Mipmaps.
00081	var private native const array<int> Mips, CompMips;
00082	var const ETextureFormat CompFormat;
00083	
00084	defaultproperties
00085	{
00086	     Diffuse=1.000000
00087	     Specular=1.000000
00088	     DrawScale=1.000000
00089	     Friction=1.000000
00090	     MipMult=1.000000
00091	     LODSet=LODSET_World
00092	}

End Source Code