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