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- MAPPER_NAME
- Description:
- What the mapper does
- Params:
- What to type in the argument space
- <Argument Name> = (type) <default value>
- e.g. if it says
- UPerSec=(float) 0.0;
- it means you have to type in
- UPerSec=1.0;
- to get your U coordinate scrolling at one unit per second and it has to be a float. If you don't type anything the
- default value is 0.0.
- Types:
- (float) - any real number
- (int) - any integer
- (bool) - either TRUE or FALSE
- LINEAR_OFFSET
- Description:
- Makes the texture scroll at the speed specified
- Params:
- UPerSec=(float) 0.0;
- VPerSec=(float) 0.0;
- UScale=(float) 1.0;
- VScale=(float) 1.0;
- CLASSIC_ENVIRONMENT
- Description:
- Uses the Normals to look up the environment map
- ENVIRONMENT
- Description:
- Uses the Reflection direction to look up the environment map
- SCREEN
- Description:
- Projects takes the screen coordinate as the UV coordinate
- Params:
- UScale=(float) 1.0f;
- VScale=(float) 1.0f;
- SILHOUETTE
- Description: Obsolete, not supported
- SCALE
- Description:
- Scales the UV coordinates. Useful for detail mapping.
- Params:
- UScale=(float) 1.0f;
- VScale=(float) 1.0f;
- GRID
- Description:
- Given a texture that is divided up in to a grid, it animates the texture by looking
- up the texture from the topleft to the bottom right, going left to right and then
- top to bottom (the same way you would read English text). The texture map must be divided
- up evenly.
- Params:
- FPS=(float) 1.0f; The frames per second
- Log2Width=(int) 1; So 0=width 1, 1=width 2, 2=width 4. The default means animate using a texture divided up into quarters.
- Last=(int) GridWidth*GridWidth; The last frame to use
- ROTATE
- Description:
- Rotates a texture map counterclockwise about a specified center then scales the texture
- Params:
- Speed=(float) 0.1f; In Hertz. 1 = 1 rotate per second
- UCenter=(float) 0.0f;
- VCenter=(float) 0.0f;
- UScale=(float) 1.0;
- VScale=(float) 1.0;
- SINE_LINEAR_OFFSET
- Description:
- Moves the texture map in the shape of a Lissajous figure.
- Params:
- UAmp=(float) 1.0f;
- UFreq=(float) 1.0f;
- UPhase=(float) 0.0f;
- VAmp=(float) 1.0f;
- VFreq=(float) 1.0f;
- VPhase=(float) 0.0f;
- STEP_LINEAR_OFFSET
- Description:
- Similar to Linear Offset but moves stuff around in discrete steps
- Params:
- UStep=(float) 0.0f;
- VStep=(float) 0.0f;
- SPS=(float) 0.0f; Steps per second
- ZIGZAG_LINEAR_OFFSET
- Description:
- Similar to Linear Offset but reverses direction periodically.
- Params:
- UPerSec=(float) 0.0f;
- VPerSec=(float) 0.0f;
- Period=(float) 0.0f; Time it takes to make a zigzag in seconds
- WS_CLASSIC_ENVIRONMENT
- Description:
- World space normal environment map
- WS_ENVIRONMENT
- Description:
- World space reflection environment map
- GRID_CLASSIC_ENVIRONMENT
- Description:
- Animated normal environment map
- GRID_ENVIRONMENT
- Description:
- Animated reflection environtment map
- RANDOM
- Description: Randomly rotates and translates a texture with linear offset
- FPS=(float) 0.0f; Frames per second
- UPerSec=(float) 0.0;
- VPerSec=(float) 0.0;
- EDGE
- Description: Uses the Z-coordinate of the reflection or normal vector to access the U coordinate
- The V-coordinate is linear offset
- VPerSec=(float) 0.0
- UseReflect=FALSE
- VStart=(float) 0.0
- BUMPENV
- Description: Sets up and possibly animates the bump matrix, also has the LinearOffset features
- NOTE: even if you don't want to animate the bump matrix, you should use this mapper
- so that the matrix gets set up with the identity settings.
- BumpRotation = (float) 0.1f; In Hertz. 1 = 1 rotate per second (DEFAULT = 0.0)
- BumpScale = scale factor applied to the bumps (DEFAULT = 1.0)
- UPerSec=(float) 0.0;
- VPerSec=(float) 0.0;
- UScale=(float) 1.0;
- VScale=(float) 1.0;
- -----------
- TODO:
- -the ability to affect the period of the zigzag in only one direction (V) while the other (U) continues to offset undisturbed in the original linear fashion.
- -groovy scaling
- -scale random
- -random mapper random time
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