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class ScriptedTexture extends TextureRenderTarget2D native; /** whether the texture needs to be redrawn. Render() will be called at the end of the tick, just before all other rendering. */ var transient bool bNeedsUpdate; /** whether or not to clear the texture before the next call of the Render delegate */ var transient bool bSkipNextClear; // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** * Called whenever bNeedsUpdate is true to update the texture. The texture is cleared to ClearColor prior to calling this function * (unless bSkipNextClear is set to true). * bNeedsUpdate is reset before calling this function, so you can set it to true here to get another update next tick. * bSkipNextClear is reset to false before calling this function, so set it to true here whenever you want the next clear to be skipped */ delegate Render(Canvas C); defaultproperties { bNeedsTwoCopies=False Name="Default__ScriptedTexture" ObjectArchetype=TextureRenderTarget2D'Engine.Default__TextureRenderTarget2D' } |
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