98 lines
2.8 KiB
Ucode
98 lines
2.8 KiB
Ucode
//=============================================================================
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// Texture: An Unreal texture map.
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// This is a built-in Unreal class and it shouldn't be modified.
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//=============================================================================
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class Texture extends BitmapMaterial
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safereplace
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native
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noteditinlinenew
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dontcollapsecategories
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noexport;
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// Palette.
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var(Texture) palette Palette;
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// Detail texture.
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var(Texture) Material Detail;
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var(Texture) float DetailScale;
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// Internal info.
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var const color MipZero;
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var const color MaxColor;
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var const int InternalTime[2];
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// Deprecated stuff.
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var deprecated texture DetailTexture; // Detail texture to apply.
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var deprecated texture EnvironmentMap;// Environment map for this texture
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var deprecated enum EEnvMapTransformType
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{
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EMTT_ViewSpace,
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EMTT_WorldSpace,
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EMTT_LightSpace,
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} EnvMapTransformType;
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var deprecated float Specular; // Specular lighting coefficient.
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// Texture flags.
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var(Surface) bool bMasked;
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var(Surface) bool bAlphaTexture;
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var(Surface) bool bTwoSided;
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var(Quality) private bool bHighColorQuality; // High color quality hint.
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var(Quality) private bool bHighTextureQuality; // High color quality hint.
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var private bool bRealtime; // Texture changes in realtime.
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var private bool bParametric; // Texture data need not be stored.
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var private transient bool bRealtimeChanged; // Changed since last render.
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var const editconst private bool bHasComp; //!!OLDVER Whether a compressed version exists.
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// Level of detail set (gam) ---
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var() enum ELODSet
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{
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LODSET_None,
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LODSET_World,
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LODSET_PlayerSkin,
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LODSET_WeaponSkin,
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LODSET_Terrain,
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LODSET_Interface,
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LODSET_RenderMap,
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LODSET_Lightmap,
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} LODSet;
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var() int NormalLOD;
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var int MinLOD;
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var transient int MaxLOD;
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// --- gam
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// Animation.
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var(Animation) texture AnimNext;
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var transient texture AnimCurrent;
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var(Animation) byte PrimeCount;
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var transient byte PrimeCurrent;
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var(Animation) float MinFrameRate, MaxFrameRate;
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var transient float Accumulator;
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// Mipmaps.
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var private native const array<int> Mips;
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var const editconst ETextureFormat CompFormat; //!!OLDVER
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// these "PS2" bytes were crammed into UTexture's alignment padding,
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// but weren't mentioned here.
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// DO NOT USE THESE IN UNREALSCRIPT UNLESS YOU KNOW WHAT YOU'RE DOING!
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// (I guess.) --ryan.
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var byte PS2FirstMip;
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var byte PS2NumMips;
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var const transient pointer RenderInterface;
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var const transient int __LastUpdateTime[2];
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defaultproperties
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{
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Specular=1
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LODSet=LODSET_World
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EnvMapTransformType=EMTT_ViewSpace
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MipZero=(R=64,G=128,B=64,A=0)
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MaxColor=(R=255,G=255,B=255,A=255)
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DetailScale=8.0
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// MT_BitmapMaterial | MT_Texture
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MaterialType=8256
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}
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