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//============================================================================= // Texture: An Unreal texture map. // This is a built-in Unreal class and it shouldn't be modified. //============================================================================= class Texture extends BitmapMaterial safereplace native noteditinlinenew dontcollapsecategories noexport; // Palette. var(Texture) palette Palette; // Detail texture. var(Texture) Material Detail; var(Texture) float DetailScale; // Internal info. var const color MipZero; var const color MaxColor; var const int InternalTime[2]; // Deprecated stuff. var deprecated texture DetailTexture; // Detail texture to apply. var deprecated texture EnvironmentMap;// Environment map for this texture var deprecated enum EEnvMapTransformType { EMTT_ViewSpace, EMTT_WorldSpace, EMTT_LightSpace, } EnvMapTransformType; var deprecated float Specular; // Specular lighting coefficient. // Texture flags. var(Surface) bool bMasked; var(Surface) bool bAlphaTexture; var(Surface) bool bTwoSided; var(Quality) private bool bHighColorQuality; // High color quality hint. var(Quality) private bool bHighTextureQuality; // High color quality hint. var private bool bRealtime; // Texture changes in realtime. var private bool bParametric; // Texture data need not be stored. var private transient bool bRealtimeChanged; // Changed since last render. var const editconst private bool bHasComp; //!!OLDVER Whether a compressed version exists. // Level of detail set (gam) --- var() enum ELODSet { LODSET_None, LODSET_World, LODSET_PlayerSkin, LODSET_WeaponSkin, LODSET_Terrain, LODSET_Interface, LODSET_RenderMap, LODSET_Lightmap, } LODSet; var() int NormalLOD; var int MinLOD; var transient int MaxLOD; // --- gam // Animation. var(Animation) texture AnimNext; var transient texture AnimCurrent; var(Animation) byte PrimeCount; var transient byte PrimeCurrent; var(Animation) float MinFrameRate, MaxFrameRate; var transient float Accumulator; // Mipmaps. var private native const array<int> Mips; var const editconst ETextureFormat CompFormat; //!!OLDVER // these "PS2" bytes were crammed into UTexture's alignment padding, // but weren't mentioned here. // DO NOT USE THESE IN UNREALSCRIPT UNLESS YOU KNOW WHAT YOU'RE DOING! // (I guess.) --ryan. var byte PS2FirstMip; var byte PS2NumMips; var const transient pointer RenderInterface; var const transient int __LastUpdateTime[2]; defaultproperties { DetailScale=8.000000 MipZero=(B=64,G=128,R=64) MaxColor=(B=255,G=255,R=255,A=255) LODSet=LODSET_World MaterialType=8256 } |
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