deComponentTexture Class Reference

Component Texture. More...

#include <deComponentTexture.h>

List of all members.

Public Member Functions

Constructors and Destructors
 deComponentTexture ()
 Creates a new texture.
 ~deComponentTexture ()
 Cleans up the texture.
Projection
deSkinGetSkin () const
 Retrieves the skin or NULL if not set.
void SetSkin (deSkin *skin)
 Sets the skin or NULL if not set.
int GetTexture () const
 Retrieves the texture number.
void SetTexture (int texture)
 Sets the texture number.

Detailed Description

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.

Later on this can be enhanced with additional overrides for the texture if required. Currently this is only the skin.

Author:
Plüss Roland
Version:
1.0
Date:
2010

Constructor & Destructor Documentation

deComponentTexture::deComponentTexture (  )

Creates a new texture.

deComponentTexture::~deComponentTexture (  )

Cleans up the texture.


Member Function Documentation

deSkin* deComponentTexture::GetSkin (  ) const [inline]

Retrieves the skin or NULL if not set.

int deComponentTexture::GetTexture (  ) const [inline]

Retrieves the texture number.

void deComponentTexture::SetSkin ( deSkin skin )

Sets the skin or NULL if not set.

void deComponentTexture::SetTexture ( int  texture )

Sets the texture number.


The documentation for this class was generated from the following file: