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@@ -62,60 +62,6 @@ namespace Ogre {
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{
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friend class RenderSystem;
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public:
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- /** Definition of the broad types of texture effect you can apply to a texture unit.
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- @note
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- Note that these have no effect when using the programmable pipeline, since their
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- effect is overridden by the vertex / fragment programs.
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- */
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- enum TextureEffectType
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- {
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- /// Generate all texture coords based on angle between camera and vertex
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- ET_ENVIRONMENT_MAP,
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- /// Generate texture coords based on a frustum
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- ET_PROJECTIVE_TEXTURE,
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- /// Constant u/v scrolling effect
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- ET_UVSCROLL,
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- /// Constant u scrolling effect
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- ET_USCROLL,
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- /// Constant u/v scrolling effect
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- ET_VSCROLL,
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- /// Constant rotation
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- ET_ROTATE,
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- /// More complex transform
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- ET_TRANSFORM
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-
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- };
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-
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- /** Enumeration to specify type of envmap.
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- @note
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- Note that these have no effect when using the programmable pipeline, since their
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- effect is overridden by the vertex / fragment programs.
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- */
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- enum EnvMapType
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- {
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- /// Envmap based on vector from camera to vertex position, good for planar geometry
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- ENV_PLANAR,
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- /// Envmap based on dot of vector from camera to vertex and vertex normal, good for curves
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- ENV_CURVED,
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- /// Envmap intended to supply reflection vectors for cube mapping
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- ENV_REFLECTION,
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- /// Envmap intended to supply normal vectors for cube mapping
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- ENV_NORMAL
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- };
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-
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- /** Useful enumeration when dealing with procedural transforms.
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- @note
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- Note that these have no effect when using the programmable pipeline, since their
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- effect is overridden by the vertex / fragment programs.
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- */
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- enum TextureTransformType
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- {
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- TT_TRANSLATE_U,
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- TT_TRANSLATE_V,
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- TT_SCALE_U,
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- TT_SCALE_V,
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- TT_ROTATE
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- };
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/** Texture addressing modes - default is TAM_WRAP.
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@note
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@@ -152,29 +98,11 @@ namespace Ogre {
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CUBE_DOWN = 5
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};
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- /** Internal structure defining a texture effect.
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- */
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- struct TextureEffect {
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- TextureEffectType type;
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- int subtype;
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- Real arg1, arg2;
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- WaveformType waveType;
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- Real base;
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- Real frequency;
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- Real phase;
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- Real amplitude;
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- const Frustum* frustum;
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- };
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-
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- /** Texture effects in a multimap paired array
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- */
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- typedef multimap<TextureEffectType, TextureEffect>::type EffectMap;
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-
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/** Default constructor.
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*/
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- TextureUnitState(Pass* parent);
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+ TextureUnitState(TextureType type);
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- TextureUnitState(Pass* parent, const TextureUnitState& oth );
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+ TextureUnitState(const TextureUnitState& oth );
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TextureUnitState & operator = ( const TextureUnitState& oth );
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@@ -182,229 +110,6 @@ namespace Ogre {
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*/
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~TextureUnitState();
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- /** Name-based constructor.
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- @param
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- name The basic name of the texture e.g. brickwall.jpg, stonefloor.png
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- @param
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- texCoordSet The index of the texture coordinate set to use.
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- */
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- TextureUnitState( Pass* parent, const String& texName, unsigned int texCoordSet = 0);
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-
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- /** Get the name of current texture image for this layer.
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- @remarks
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- This will either always be a single name for this layer,
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- or will be the name of the current frame for an animated
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- or otherwise multi-frame texture.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- const String& getTextureName(void) const;
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-
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- /** Sets this texture layer to use a single texture, given the
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- name of the texture to use on this layer.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- void setTextureName( const String& name, TextureType ttype = TEX_TYPE_2D);
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-
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- /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
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- @remarks
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- Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
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- world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
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- rendering a scene to a reflection map of a transparent cube and saving the output files.
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- @par
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- Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
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- maps to simulate reflections. The system deals with these 2 scenarios in different ways:
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- <ol>
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- <li>
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- <p>
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- for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
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- is then addressed using 3D texture coordinates. This is required because you don't know what
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- face of the box you're going to need to address when you render an object, and typically you
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- need to reflect more than one face on the one object, so all 6 textures are needed to be
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- 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
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- parameter set to true, and then calling setEnvironmentMap(true).
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- </p>
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- <p>
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- Note that not all cards support cubic environment mapping.
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- </p>
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- </li>
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- <li>
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- <p>
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- for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
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- This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
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- texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
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- texture between faces.
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- </p>
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- <p>
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- Skyboxes are created by calling SceneManager::setSkyBox.
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- </p>
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- </li>
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- </ul>
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- @param
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- name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
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- of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
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- make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
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- If you can't make your texture names conform to this, use the alternative method of the same name which takes
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- an array of texture names instead.
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- @param
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- forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
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- 6 separate textures. Useful for cubic environment mapping.
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- */
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- void setCubicTextureName( const String& name, bool forUVW = false );
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-
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- /** Sets this texture layer to use a combination of 6 texture maps, each one relating to a face of a cube.
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- @remarks
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- Cubic textures are made up of 6 separate texture images. Each one of these is an orthoganal view of the
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- world with a FOV of 90 degrees and an aspect ratio of 1:1. You can generate these from 3D Studio by
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- rendering a scene to a reflection map of a transparent cube and saving the output files.
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- @par
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- Cubic maps can be used either for skyboxes (complete wrap-around skies, like space) or as environment
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- maps to simulate reflections. The system deals with these 2 scenarios in different ways:
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- <ol>
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- <li>
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- <p>
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- for cubic environment maps, the 6 textures are combined into a single 'cubic' texture map which
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- is then addressed using 3D texture coordinates. This is required because you don't know what
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- face of the box you're going to need to address when you render an object, and typically you
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- need to reflect more than one face on the one object, so all 6 textures are needed to be
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- 'active' at once. Cubic environment maps are enabled by calling this method with the forUVW
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- parameter set to true, and then calling setEnvironmentMap(true).
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- </p>
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- <p>
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- Note that not all cards support cubic environment mapping.
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- </p>
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- </li>
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- <li>
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- <p>
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- for skyboxes, the 6 textures are kept separate and used independently for each face of the skybox.
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- This is done because not all cards support 3D cubic maps and skyboxes do not need to use 3D
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- texture coordinates so it is simpler to render each face of the box with 2D coordinates, changing
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- texture between faces.
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- </p>
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- <p>
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- Skyboxes are created by calling SceneManager::setSkyBox.
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- </p>
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- </li>
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- </ul>
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- @param
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- name The basic name of the texture e.g. brickwall.jpg, stonefloor.png. There must be 6 versions
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- of this texture with the suffixes _fr, _bk, _up, _dn, _lf, and _rt (before the extension) which
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- make up the 6 sides of the box. The textures must all be the same size and be powers of 2 in width & height.
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- If you can't make your texture names conform to this, use the alternative method of the same name which takes
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- an array of texture names instead.
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- @param
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- forUVW Set to true if you want a single 3D texture addressable with 3D texture coordinates rather than
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- 6 separate textures. Useful for cubic environment mapping.
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- */
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- void setCubicTextureName( const String* const names, bool forUVW = false );
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-
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- /** Sets the names of the texture images for an animated texture.
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- @remarks
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- Animated textures are just a series of images making up the frames of the animation. All the images
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- must be the same size, and their names must have a frame number appended before the extension, e.g.
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- if you specify a name of "wall.jpg" with 3 frames, the image names must be "wall_0.jpg", "wall_1.jpg"
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- and "wall_2.jpg".
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- @par
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- You can change the active frame on a texture layer by calling the setCurrentFrame method.
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- @note
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- If you can't make your texture images conform to the naming standard layed out here, you
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- can call the alternative setAnimatedTextureName method which takes an array of names instead.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- @param
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- name The base name of the textures to use e.g. wall.jpg for frames wall_0.jpg, wall_1.jpg etc.
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- @param
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- numFrames The number of frames in the sequence.
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- @param
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- duration The length of time it takes to display the whole animation sequence, in seconds.
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- If 0, no automatic transition occurs.
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- */
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- void setAnimatedTextureName( const String& name, unsigned int numFrames, Real duration = 0 );
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-
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- /** Sets the names of the texture images for an animated texture.
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- @remarks
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- This an alternative method to the one where you specify a single name and let the system derive
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- the names of each frame, incase your images can't conform to this naming standard.
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- @par
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- Animated textures are just a series of images making up the frames of the animation. All the images
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- must be the same size, and you must provide their names as an array in the first parameter.
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- You can change the active frame on a texture layer by calling the setCurrentFrame method.
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- @note
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- If you can make your texture images conform to a naming standard of basicName_frame.ext, you
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- can call the alternative setAnimatedTextureName method which just takes a base name instead.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- @param
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- names Pointer to array of names of the textures to use, in frame order.
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- @param
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- numFrames The number of frames in the sequence.
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- @param
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- duration The length of time it takes to display the whole animation sequence, in seconds.
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- If 0, no automatic transition occurs.
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- */
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- void setAnimatedTextureName( const String* const names, unsigned int numFrames, Real duration = 0 );
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-
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- /** Returns the width and height of the texture in the given frame.
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- */
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- std::pair< size_t, size_t > getTextureDimensions( unsigned int frame = 0 ) const;
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-
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- /** Changes the active frame in an animated or multi-image texture.
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- @remarks
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- An animated texture (or a cubic texture where the images are not combined for 3D use) is made up of
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- a number of frames. This method sets the active frame.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- void setCurrentFrame( unsigned int frameNumber );
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-
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- /** Gets the active frame in an animated or multi-image texture layer.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- unsigned int getCurrentFrame(void) const;
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-
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- /** Gets the name of the texture associated with a frame number.
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- Throws an exception if frameNumber exceeds the number of stored frames.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- const String& getFrameTextureName(unsigned int frameNumber) const;
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-
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- /** Sets the name of the texture associated with a frame.
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- @param name The name of the texture
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- @param frameNumber The frame the texture name is to be placed in
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- @note
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- Throws an exception if frameNumber exceeds the number of stored frames.
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- Applies to both fixed-function and programmable pipeline.
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- */
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- void setFrameTextureName(const String& name, unsigned int frameNumber);
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-
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- /** Add a Texture name to the end of the frame container.
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- @param name The name of the texture
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- void addFrameTextureName(const String& name);
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- /** deletes a specific texture frame. The texture used is not deleted but the
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- texture will no longer be used by the Texture Unit. An exception is raised
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- if the frame number exceeds the number of actual frames.
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- @param frameNumber The frame number of the texture to be deleted.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- void deleteFrameTextureName(const size_t frameNumber);
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- /** Gets the number of frames for a texture.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- unsigned int getNumFrames(void) const;
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-
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-
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/** The type of unit to bind the texture settings to. */
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enum BindingType
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{
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@@ -415,17 +120,6 @@ namespace Ogre {
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*/
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BT_VERTEX = 1
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};
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- /** Enum identifying the type of content this texture unit contains.
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- */
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- enum ContentType
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- {
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- /// Normal texture identified by name
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- CONTENT_NAMED = 0,
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- /// A shadow texture, automatically bound by engine
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- CONTENT_SHADOW = 1,
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- /// A compositor texture, automatically linked to active viewport's chain
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- CONTENT_COMPOSITOR = 2
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- };
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/** Sets the type of unit these texture settings should be bound to.
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@remarks
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@@ -442,15 +136,6 @@ namespace Ogre {
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*/
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BindingType getBindingType(void) const;
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- /** Set the type of content this TextureUnitState references.
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- @remarks
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- The default is to reference a standard named texture, but this unit
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- can also reference automated content like a shadow texture.
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- */
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- void setContentType(ContentType ct);
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- /** Get the type of content this TextureUnitState references. */
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- ContentType getContentType(void) const;
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-
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/** Returns true if this texture unit is either a series of 6 2D textures, each
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in it's own frame, or is a full 3D cube map. You can tell which by checking
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getTextureType.
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@@ -500,121 +185,6 @@ namespace Ogre {
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/// @copydoc Texture::isHardwareGammaEnabled
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bool isHardwareGammaEnabled() const;
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- /** Gets the index of the set of texture co-ords this layer uses.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- unsigned int getTextureCoordSet(void) const;
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-
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- /** Sets the index of the set of texture co-ords this layer uses.
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- @note
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- Default is 0 for all layers. Only change this if you have provided multiple texture co-ords per
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- vertex.
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- @note
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- Applies to both fixed-function and programmable pipeline.
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- */
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- void setTextureCoordSet(unsigned int set);
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-
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- /** Sets a matrix used to transform any texture coordinates on this layer.
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- @remarks
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- Texture coordinates can be modified on a texture layer to create effects like scrolling
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- textures. A texture transform can either be applied to a layer which takes the source coordinates
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- from a fixed set in the geometry, or to one which generates them dynamically (e.g. environment mapping).
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- @par
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- It's obviously a bit impractical to create scrolling effects by calling this method manually since you
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- would have to call it every framw with a slight alteration each time, which is tedious. Instead
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- you can use the ControllerManager class to create a Controller object which will manage the
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- effect over time for you. See the ControllerManager::createTextureScroller and it's sibling methods for details.<BR>
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- In addition, if you want to set the individual texture transformations rather than concatenating them
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- yourself, use setTextureScroll, setTextureScale and setTextureRotate.
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- @note
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- Has no effect in the programmable pipeline.
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- */
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- void setTextureTransform(const Matrix4& xform);
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-
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- /** Gets the current texture transformation matrix.
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|
- @remarks
|
|
|
- Causes a reclaculation of the matrix if any parameters have been changed via
|
|
|
- setTextureScroll, setTextureScale and setTextureRotate.
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- */
|
|
|
- const Matrix4& getTextureTransform(void) const;
|
|
|
-
|
|
|
- /** Sets the translation offset of the texture, ie scrolls the texture.
|
|
|
- @remarks
|
|
|
- This method sets the translation element of the texture transformation, and is easier to use than setTextureTransform if
|
|
|
- you are combining translation, scaling and rotation in your texture transformation. Again if you want
|
|
|
- to animate these values you need to use a Controller
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- @param u The amount the texture should be moved horizontally (u direction).
|
|
|
- @param v The amount the texture should be moved vertically (v direction).
|
|
|
- @see
|
|
|
- ControllerManager, Controller
|
|
|
- */
|
|
|
- void setTextureScroll(Real u, Real v);
|
|
|
-
|
|
|
- /** As setTextureScroll, but sets only U value.
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- */
|
|
|
- void setTextureUScroll(Real value);
|
|
|
- // get texture uscroll value
|
|
|
- Real getTextureUScroll(void) const;
|
|
|
-
|
|
|
- /** As setTextureScroll, but sets only V value.
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- */
|
|
|
- void setTextureVScroll(Real value);
|
|
|
- // get texture vscroll value
|
|
|
- Real getTextureVScroll(void) const;
|
|
|
-
|
|
|
- /** As setTextureScale, but sets only U value.
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- */
|
|
|
- void setTextureUScale(Real value);
|
|
|
- // get texture uscale value
|
|
|
- Real getTextureUScale(void) const;
|
|
|
-
|
|
|
- /** As setTextureScale, but sets only V value.
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- */
|
|
|
- void setTextureVScale(Real value);
|
|
|
- // get texture vscale value
|
|
|
- Real getTextureVScale(void) const;
|
|
|
-
|
|
|
- /** Sets the scaling factor applied to texture coordinates.
|
|
|
- @remarks
|
|
|
- This method sets the scale element of the texture transformation, and is easier to use than
|
|
|
- setTextureTransform if you are combining translation, scaling and rotation in your texture transformation. Again if you want
|
|
|
- to animate these values you need to use a Controller (see ControllerManager and it's methods for
|
|
|
- more information).
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- @param
|
|
|
- uScale The value by which the texture is to be scaled horizontally.
|
|
|
- @param
|
|
|
- vScale The value by which the texture is to be scaled vertically.
|
|
|
- */
|
|
|
- void setTextureScale(Real uScale, Real vScale);
|
|
|
-
|
|
|
- /** Sets the anticlockwise rotation factor applied to texture coordinates.
|
|
|
- @remarks
|
|
|
- This sets a fixed rotation angle - if you wish to animate this, see the
|
|
|
- ControllerManager::createTextureRotater method.
|
|
|
- @note
|
|
|
- Has no effect in the programmable pipeline.
|
|
|
- @param
|
|
|
- angle The angle of rotation (anticlockwise).
|
|
|
- */
|
|
|
- void setTextureRotate(const Radian& angle);
|
|
|
- // get texture rotation effects angle value
|
|
|
- const Radian& getTextureRotate(void) const;
|
|
|
-
|
|
|
/** Gets the texture addressing mode for a given coordinate,
|
|
|
i.e. what happens at uv values above 1.0.
|
|
|
@note
|
|
|
@@ -650,209 +220,6 @@ namespace Ogre {
|
|
|
*/
|
|
|
void setTextureAddressingMode( const UVWAddressingMode& uvw);
|
|
|
|
|
|
- /** Sets the texture border colour.
|
|
|
- @note
|
|
|
- The default is ColourValue::Black, and this value only used when addressing mode
|
|
|
- is TAM_BORDER.
|
|
|
- @note
|
|
|
- This applies for both the fixed-function and programmable pipelines.
|
|
|
- */
|
|
|
- void setTextureBorderColour(const ColourValue& colour);
|
|
|
-
|
|
|
- /** Sets the texture border colour.
|
|
|
- @note
|
|
|
- The default is ColourValue::Black, and this value only used when addressing mode
|
|
|
- is TAM_BORDER.
|
|
|
- */
|
|
|
- const ColourValue& getTextureBorderColour(void) const;
|
|
|
-
|
|
|
- /** Setting advanced blending options.
|
|
|
- @remarks
|
|
|
- This is an extended version of the TextureUnitState::setColourOperation method which allows
|
|
|
- extremely detailed control over the blending applied between this and earlier layers.
|
|
|
- See the IMPORTANT note below about the issues between mulitpass and multitexturing that
|
|
|
- using this method can create.
|
|
|
- @par
|
|
|
- Texture colour operations determine how the final colour of the surface appears when
|
|
|
- rendered. Texture units are used to combine colour values from various sources (ie. the
|
|
|
- diffuse colour of the surface from lighting calculations, combined with the colour of
|
|
|
- the texture). This method allows you to specify the 'operation' to be used, ie. the
|
|
|
- calculation such as adds or multiplies, and which values to use as arguments, such as
|
|
|
- a fixed value or a value from a previous calculation.
|
|
|
- @par
|
|
|
- The defaults for each layer are:
|
|
|
- <ul>
|
|
|
- <li>op = LBX_MODULATE</li>
|
|
|
- <li>source1 = LBS_TEXTURE</li>
|
|
|
- <li>source2 = LBS_CURRENT</li>
|
|
|
- </ul>
|
|
|
- ie. each layer takes the colour results of the previous layer, and multiplies them
|
|
|
- with the new texture being applied. Bear in mind that colours are RGB values from
|
|
|
- 0.0 - 1.0 so multiplying them together will result in values in the same range,
|
|
|
- 'tinted' by the multiply. Note however that a straight multiply normally has the
|
|
|
- effect of darkening the textures - for this reason there are brightening operations
|
|
|
- like LBO_MODULATE_X2. See the LayerBlendOperation and LayerBlendSource enumerated
|
|
|
- types for full details.
|
|
|
- @note
|
|
|
- Because of the limitations on some underlying APIs (Direct3D included)
|
|
|
- the LBS_TEXTURE argument can only be used as the first argument, not the second.
|
|
|
- @par
|
|
|
- The final 3 parameters are only required if you decide to pass values manually
|
|
|
- into the operation, i.e. you want one or more of the inputs to the colour calculation
|
|
|
- to come from a fixed value that you supply. Hence you only need to fill these in if
|
|
|
- you supply LBS_MANUAL to the corresponding source, or use the LBX_BLEND_MANUAL
|
|
|
- operation.
|
|
|
- @warning
|
|
|
- Ogre tries to use multitexturing hardware to blend texture layers
|
|
|
- together. However, if it runs out of texturing units (e.g. 2 of a GeForce2, 4 on a
|
|
|
- GeForce3) it has to fall back on multipass rendering, i.e. rendering the same object
|
|
|
- multiple times with different textures. This is both less efficient and there is a smaller
|
|
|
- range of blending operations which can be performed. For this reason, if you use this method
|
|
|
- you MUST also call TextureUnitState::setColourOpMultipassFallback to specify which effect you
|
|
|
- want to fall back on if sufficient hardware is not available.
|
|
|
- @note
|
|
|
- This has no effect in the programmable pipeline.
|
|
|
- @param
|
|
|
- If you wish to avoid having to do this, use the simpler TextureUnitState::setColourOperation method
|
|
|
- which allows less flexible blending options but sets up the multipass fallback automatically,
|
|
|
- since it only allows operations which have direct multipass equivalents.
|
|
|
- @param
|
|
|
- op The operation to be used, e.g. modulate (multiply), add, subtract
|
|
|
- @param
|
|
|
- source1 The source of the first colour to the operation e.g. texture colour
|
|
|
- @param
|
|
|
- source2 The source of the second colour to the operation e.g. current surface colour
|
|
|
- @param
|
|
|
- arg1 Manually supplied colour value (only required if source1 = LBS_MANUAL)
|
|
|
- @param
|
|
|
- arg2 Manually supplied colour value (only required if source2 = LBS_MANUAL)
|
|
|
- @param
|
|
|
- manualBlend Manually supplied 'blend' value - only required for operations
|
|
|
- which require manual blend e.g. LBX_BLEND_MANUAL
|
|
|
- */
|
|
|
- void setColourOperationEx(
|
|
|
- LayerBlendOperationEx op,
|
|
|
- LayerBlendSource source1 = LBS_TEXTURE,
|
|
|
- LayerBlendSource source2 = LBS_CURRENT,
|
|
|
-
|
|
|
- const ColourValue& arg1 = ColourValue::White,
|
|
|
- const ColourValue& arg2 = ColourValue::White,
|
|
|
-
|
|
|
- Real manualBlend = 0.0);
|
|
|
-
|
|
|
- /** Determines how this texture layer is combined with the one below it (or the diffuse colour of
|
|
|
- the geometry if this is layer 0).
|
|
|
- @remarks
|
|
|
- This method is the simplest way to blend tetxure layers, because it requires only one parameter,
|
|
|
- gives you the most common blending types, and automatically sets up 2 blending methods: one for
|
|
|
- if single-pass multitexturing hardware is available, and another for if it is not and the blending must
|
|
|
- be achieved through multiple rendering passes. It is, however, quite limited and does not expose
|
|
|
- the more flexible multitexturing operations, simply because these can't be automatically supported in
|
|
|
- multipass fallback mode. If want to use the fancier options, use TextureUnitState::setColourOperationEx,
|
|
|
- but you'll either have to be sure that enough multitexturing units will be available, or you should
|
|
|
- explicitly set a fallback using TextureUnitState::setColourOpMultipassFallback.
|
|
|
- @note
|
|
|
- The default method is LBO_MODULATE for all layers.
|
|
|
- @note
|
|
|
- This option has no effect in the programmable pipeline.
|
|
|
- @param
|
|
|
- op One of the LayerBlendOperation enumerated blending types.
|
|
|
- */
|
|
|
- void setColourOperation( const LayerBlendOperation op);
|
|
|
-
|
|
|
- /** Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx
|
|
|
- and not enough multitexturing hardware is available.
|
|
|
- @remarks
|
|
|
- Because some effects exposed using TextureUnitState::setColourOperationEx are only supported under
|
|
|
- multitexturing hardware, if the hardware is lacking the system must fallback on multipass rendering,
|
|
|
- which unfortunately doesn't support as many effects. This method is for you to specify the fallback
|
|
|
- operation which most suits you.
|
|
|
- @par
|
|
|
- You'll notice that the interface is the same as the Material::setSceneBlending method; this is
|
|
|
- because multipass rendering IS effectively scene blending, since each layer is rendered on top
|
|
|
- of the last using the same mechanism as making an object transparent, it's just being rendered
|
|
|
- in the same place repeatedly to get the multitexture effect.
|
|
|
- @par
|
|
|
- If you use the simpler (and hence less flexible) TextureUnitState::setColourOperation method you
|
|
|
- don't need to call this as the system sets up the fallback for you.
|
|
|
- @note
|
|
|
- This option has no effect in the programmable pipeline, because there is no multipass fallback
|
|
|
- and multitexture blending is handled by the fragment shader.
|
|
|
- */
|
|
|
- void setColourOpMultipassFallback( const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor);
|
|
|
-
|
|
|
- /** Get multitexturing colour blending mode.
|
|
|
- */
|
|
|
- const LayerBlendModeEx& getColourBlendMode(void) const;
|
|
|
-
|
|
|
- /** Get multitexturing alpha blending mode.
|
|
|
- */
|
|
|
- const LayerBlendModeEx& getAlphaBlendMode(void) const;
|
|
|
-
|
|
|
- /** Get the multipass fallback for colour blending operation source factor.
|
|
|
- */
|
|
|
- SceneBlendFactor getColourBlendFallbackSrc(void) const;
|
|
|
-
|
|
|
- /** Get the multipass fallback for colour blending operation destination factor.
|
|
|
- */
|
|
|
- SceneBlendFactor getColourBlendFallbackDest(void) const;
|
|
|
-
|
|
|
- /** Sets the alpha operation to be applied to this texture.
|
|
|
- @remarks
|
|
|
- This works in exactly the same way as setColourOperation, except
|
|
|
- that the effect is applied to the level of alpha (i.e. transparency)
|
|
|
- of the texture rather than its colour. When the alpha of a texel (a pixel
|
|
|
- on a texture) is 1.0, it is opaque, wheras it is fully transparent if the
|
|
|
- alpha is 0.0. Please refer to the setColourOperation method for more info.
|
|
|
- @param
|
|
|
- op The operation to be used, e.g. modulate (multiply), add, subtract
|
|
|
- @param
|
|
|
- source1 The source of the first alpha value to the operation e.g. texture alpha
|
|
|
- @param
|
|
|
- source2 The source of the second alpha value to the operation e.g. current surface alpha
|
|
|
- @param
|
|
|
- arg1 Manually supplied alpha value (only required if source1 = LBS_MANUAL)
|
|
|
- @param
|
|
|
- arg2 Manually supplied alpha value (only required if source2 = LBS_MANUAL)
|
|
|
- @param
|
|
|
- manualBlend Manually supplied 'blend' value - only required for operations
|
|
|
- which require manual blend e.g. LBX_BLEND_MANUAL
|
|
|
- @see
|
|
|
- setColourOperation
|
|
|
- @note
|
|
|
- This option has no effect in the programmable pipeline.
|
|
|
- */
|
|
|
- void setAlphaOperation(LayerBlendOperationEx op,
|
|
|
- LayerBlendSource source1 = LBS_TEXTURE,
|
|
|
- LayerBlendSource source2 = LBS_CURRENT,
|
|
|
- Real arg1 = 1.0,
|
|
|
- Real arg2 = 1.0,
|
|
|
- Real manualBlend = 0.0);
|
|
|
-
|
|
|
- /** Determines if this texture layer is currently blank.
|
|
|
- @note
|
|
|
- This can happen if a texture fails to load or some other non-fatal error. Worth checking after
|
|
|
- setting texture name.
|
|
|
- */
|
|
|
- bool isBlank(void) const;
|
|
|
-
|
|
|
- /** Sets this texture layer to be blank.
|
|
|
- */
|
|
|
- void setBlank(void);
|
|
|
-
|
|
|
- /** Tests if the texture associated with this unit has failed to load.
|
|
|
- */
|
|
|
- bool isTextureLoadFailing() const { return mTextureLoadFailed; }
|
|
|
-
|
|
|
- /** Tells the unit to retry loading the texture if it had failed to load.
|
|
|
- */
|
|
|
- void retryTextureLoad() { mTextureLoadFailed = false; }
|
|
|
-
|
|
|
- // get texture effects in a multimap paired array
|
|
|
- const EffectMap& getEffects(void) const;
|
|
|
- // get the animated-texture animation duration
|
|
|
- Real getAnimationDuration(void) const;
|
|
|
-
|
|
|
/** Set the texture filtering for this unit, using the simplified interface.
|
|
|
@remarks
|
|
|
You also have the option of specifying the minification, magnification
|
|
|
@@ -906,120 +273,17 @@ namespace Ogre {
|
|
|
@see TextureUnitState::setTextureMipmapBias
|
|
|
*/
|
|
|
float getTextureMipmapBias(void) const { return mMipmapBias; }
|
|
|
-
|
|
|
- /** Set the compositor reference for this texture unit state.
|
|
|
- @remarks
|
|
|
- Only valid when content type is compositor.
|
|
|
- @param compositorName the name of the compositor to reference
|
|
|
- @param textureName the name of the texture to reference
|
|
|
- @param mrtIndex the index of the wanted texture, if referencing an MRT
|
|
|
- */
|
|
|
- void setCompositorReference(const String& compositorName, const String& textureName, size_t mrtIndex = 0);
|
|
|
-
|
|
|
- /** Gets the name of the compositor that this texture referneces */
|
|
|
- const String& getReferencedCompositorName() const { return mCompositorRefName; }
|
|
|
- /** Gets the name of the texture in the compositor that this texture references */
|
|
|
- const String& getReferencedTextureName() const { return mCompositorRefTexName; }
|
|
|
- /** Gets the MRT index of the texture in the compositor that this texture references */
|
|
|
- size_t getReferencedMRTIndex() const { return mCompositorRefMrtIndex; }
|
|
|
-
|
|
|
- /// Gets the parent Pass object
|
|
|
- Pass* getParent(void) const { return mParent; }
|
|
|
-
|
|
|
- /** Internal method for preparing this object for load, as part of Material::prepare*/
|
|
|
- void _prepare(void);
|
|
|
- /** Internal method for undoing the preparation this object as part of Material::unprepare*/
|
|
|
- void _unprepare(void);
|
|
|
- /** Internal method for loading this object as part of Material::load */
|
|
|
- void _load(void);
|
|
|
- /** Internal method for unloading this object as part of Material::unload */
|
|
|
- void _unload(void);
|
|
|
- /// Returns whether this unit has texture coordinate generation that depends on the camera
|
|
|
- bool hasViewRelativeTextureCoordinateGeneration(void) const;
|
|
|
-
|
|
|
- // Is this loaded?
|
|
|
- bool isLoaded(void) const;
|
|
|
- /** Tells the class that it needs recompilation. */
|
|
|
- void _notifyNeedsRecompile(void);
|
|
|
-
|
|
|
- /** Set the name of the Texture Unit State
|
|
|
- @remarks
|
|
|
- The name of the Texture Unit State is optional. Its usefull in material scripts where a material could inherit
|
|
|
- from another material and only want to modify a particalar Texture Unit State.
|
|
|
- */
|
|
|
- void setName(const String& name);
|
|
|
- /// get the name of the Texture Unit State
|
|
|
- const String& getName(void) const { return mName; }
|
|
|
-
|
|
|
- /** Set the alias name used for texture frame names
|
|
|
- @param name can be any sequence of characters and does not have to be unique
|
|
|
- */
|
|
|
- void setTextureNameAlias(const String& name);
|
|
|
- /** gets the Texture Name Alias of the Texture Unit.
|
|
|
- */
|
|
|
- const String& getTextureNameAlias(void) const { return mTextureNameAlias;}
|
|
|
-
|
|
|
- /** Applies texture names to Texture Unit State with matching texture name aliases.
|
|
|
- If no matching aliases are found then the TUS state does not change.
|
|
|
- @remarks
|
|
|
- Cubic, 1d, 2d, and 3d textures are determined from current state of the Texture Unit.
|
|
|
- Assumes animated frames are sequentially numbered in the name.
|
|
|
- If matching texture aliases are found then true is returned.
|
|
|
-
|
|
|
- @param
|
|
|
- aliasList is a map container of texture alias, texture name pairs
|
|
|
- @param
|
|
|
- apply set true to apply the texture aliases else just test to see if texture alias matches are found.
|
|
|
- @return
|
|
|
- True if matching texture aliases were found in the Texture Unit State.
|
|
|
- */
|
|
|
- bool applyTextureAliases(const AliasTextureNamePairList& aliasList, const bool apply = true);
|
|
|
-
|
|
|
- /** Notify this object that its parent has changed */
|
|
|
- void _notifyParent(Pass* parent);
|
|
|
-
|
|
|
- /** Get the texture pointer for the current frame. */
|
|
|
- const TexturePtr& _getTexturePtr(void) const;
|
|
|
- /** Get the texture pointer for a given frame. */
|
|
|
- const TexturePtr& _getTexturePtr(size_t frame) const;
|
|
|
-
|
|
|
- /** Set the texture pointer for the current frame (internal use only!). */
|
|
|
- void _setTexturePtr(const TexturePtr& texptr);
|
|
|
- /** Set the texture pointer for a given frame (internal use only!). */
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- void _setTexturePtr(const TexturePtr& texptr, size_t frame);
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-
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protected:
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// State
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- /// The current animation frame.
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- unsigned int mCurrentFrame;
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-
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- /// Duration of animation in seconds
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- Real mAnimDuration;
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- bool mCubic; // is this a series of 6 2D textures to make up a cube?
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-
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TextureType mTextureType;
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PixelFormat mDesiredFormat;
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int mTextureSrcMipmaps; // Request number of mipmaps
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- unsigned int mTextureCoordSetIndex;
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UVWAddressingMode mAddressMode;
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- ColourValue mBorderColour;
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-
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- LayerBlendModeEx mColourBlendMode;
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- SceneBlendFactor mColourBlendFallbackSrc;
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- SceneBlendFactor mColourBlendFallbackDest;
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- LayerBlendModeEx mAlphaBlendMode;
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- mutable bool mTextureLoadFailed;
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bool mIsAlpha;
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bool mHwGamma;
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- mutable bool mRecalcTexMatrix;
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- Real mUMod, mVMod;
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- Real mUScale, mVScale;
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- Radian mRotate;
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- mutable Matrix4 mTexModMatrix;
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-
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/// Texture filtering - minification
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FilterOptions mMinFilter;
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/// Texture filtering - magnification
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@@ -1035,43 +299,6 @@ protected:
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bool mIsDefaultFiltering;
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/// Binding type (fragment or vertex pipeline)
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BindingType mBindingType;
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- /// Content type of texture (normal loaded texture, auto-texture)
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- ContentType mContentType;
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- /// The index of the referenced texture if referencing an MRT in a compositor
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- size_t mCompositorRefMrtIndex;
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-
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- //-----------------------------------------------------------------------------
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- // Complex members (those that can't be copied using memcpy) are at the end to
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- // allow for fast copying of the basic members.
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- //
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- vector<String>::type mFrames;
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- mutable vector<TexturePtr>::type mFramePtrs;
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- String mName; // optional name for the TUS
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- String mTextureNameAlias; // optional alias for texture frames
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- EffectMap mEffects;
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- ///The data that references the compositor
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- String mCompositorRefName;
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- String mCompositorRefTexName;
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- //-----------------------------------------------------------------------------
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-
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- //-----------------------------------------------------------------------------
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- // Pointer members (those that can't be copied using memcpy), and MUST
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- // preserving even if assign from others
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- //
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- Pass* mParent;
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- //-----------------------------------------------------------------------------
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-
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-
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- /** Internal method for calculating texture matrix.
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- */
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- void recalcTextureMatrix(void) const;
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-
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- /** Internal method for ensuring the texture for a given frame is prepared. */
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- void ensurePrepared(size_t frame) const;
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- /** Internal method for ensuring the texture for a given frame is loaded. */
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- void ensureLoaded(size_t frame) const;
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-
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-
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};
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/** @} */
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