Drag[en]gine Game Engine
1.21
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Component Texture. Texture definition for a component. For simple components a single skin is assigned from which the contained textures are mapped to the model textures. For more control the individual textures can be assigned different skins. This is useful for components used as static terrain geometry and for editing applications as this way individual textures can be assigned at run-time. If the skin is NULL the matching texture of the skin assigned to the component itself is used. Otherwise the first texture in the assigned skin is used to replace the texture. More...
#include <deComponentTexture.h>
Public Member Functions | |
Constructors and Destructors | |
deComponentTexture () | |
Create new texture. More... | |
~deComponentTexture () | |
Clean up texture. More... | |
Projection | |
deSkin * | GetSkin () const |
Skin or NULL if not set. More... | |
void | SetSkin (deSkin *skin) |
Set skin or NULL if not set. More... | |
int | GetTexture () const |
Texture number. More... | |
void | SetTexture (int texture) |
Set texture number. More... | |
const decTexMatrix2 & | GetTransform () const |
Texture coordinate transformation matrix. More... | |
void | SetTransform (const decTexMatrix2 &matrix) |
Set texture coordinate transformation matrix. More... | |
deDynamicSkin * | GetDynamicSkin () const |
Dynamic skin or NULL if not set. More... | |
void | SetDynamicSkin (deDynamicSkin *dynamicSkin) |
Set dynamic skin or NULL if not set. More... | |
Component Texture. Texture definition for a component. For simple components a single skin is assigned from which the contained textures are mapped to the model textures. For more control the individual textures can be assigned different skins. This is useful for components used as static terrain geometry and for editing applications as this way individual textures can be assigned at run-time. If the skin is NULL the matching texture of the skin assigned to the component itself is used. Otherwise the first texture in the assigned skin is used to replace the texture.
deComponentTexture::deComponentTexture | ( | ) |
Create new texture.
deComponentTexture::~deComponentTexture | ( | ) |
Clean up texture.
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Dynamic skin or NULL if not set.
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Skin or NULL if not set.
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Texture number.
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Texture coordinate transformation matrix.
void deComponentTexture::SetDynamicSkin | ( | deDynamicSkin * | dynamicSkin | ) |
Set dynamic skin or NULL if not set.
void deComponentTexture::SetSkin | ( | deSkin * | skin | ) |
Set skin or NULL if not set.
void deComponentTexture::SetTexture | ( | int | texture | ) |
Set texture number.
void deComponentTexture::SetTransform | ( | const decTexMatrix2 & | matrix | ) |
Set texture coordinate transformation matrix.