Component Texture. More...
#include <deComponentTexture.h>
Public Member Functions | |
Constructors and Destructors | |
| deComponentTexture () | |
| Creates a new texture. | |
| ~deComponentTexture () | |
| Cleans up the texture. | |
Projection | |
| deSkin * | GetSkin () 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. | |
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.
| deComponentTexture::deComponentTexture | ( | ) |
Creates a new texture.
| deComponentTexture::~deComponentTexture | ( | ) |
Cleans up the texture.
| 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.
1.7.2