Height Terrain Mesh Texture. More...
#include <deHeightTerrainTexture.h>
Public Member Functions | |
Constructors and Destructors | |
| deHeightTerrainTexture () | |
| Creates a new texture. | |
| ~deHeightTerrainTexture () | |
| Cleans up the texture. | |
Management | |
| deSkin * | GetSkin () const |
| Retrieves the skin or NULL if not set. | |
| void | SetSkin (deSkin *skin) |
| Sets the skin or NULL if not set. | |
| const decVector2 & | GetProjectionOffset () const |
| Retrieves the projection offset. | |
| void | SetProjectionOffset (const decVector2 &offset) |
| Sets the projection offset. | |
| const decVector2 & | GetProjectionScaling () const |
| Retrieves the projection scaling. | |
| void | SetProjectionScaling (const decVector2 &scaling) |
| Sets the projection scaling. | |
| float | GetProjectionRotation () const |
| Retrieves the projection rotation. | |
| void | SetProjectionRotation (float rotation) |
| Sets the projection rotation. | |
| deImage * | GetMaskImage () const |
| Retrieves the mask image or NULL if not set. | |
| void | SetMaskImage (deImage *image) |
| Sets the mask image or NULL if not set. | |
Height Terrain Mesh Texture.
Texture definition for a height terrain. Textures with an alpha mask assigned are blended ontop of the other layers using the alpha mask. Textures with splats assigned are handled differently. Each splat is rendered using the skin of the parent texture. This allows for very complex and rich terrains with a small amount of disk space required but requires powerful Graphic Modules. Alpha mask textures are produced quick and render typically faster than splat textures which require more work and tend to require a lot more memory especially with high resolutions. The order of the texture defines the order in which the textures are applied to the height terrain. Planar projection along the negative y axis is used for mapping the textures. All other parameters are free to be modified.
| deHeightTerrainTexture::deHeightTerrainTexture | ( | ) |
Creates a new texture.
| deHeightTerrainTexture::~deHeightTerrainTexture | ( | ) |
Cleans up the texture.
| deImage* deHeightTerrainTexture::GetMaskImage | ( | ) | const [inline] |
Retrieves the mask image or NULL if not set.
| const decVector2& deHeightTerrainTexture::GetProjectionOffset | ( | ) | const [inline] |
Retrieves the projection offset.
| float deHeightTerrainTexture::GetProjectionRotation | ( | ) | const [inline] |
Retrieves the projection rotation.
| const decVector2& deHeightTerrainTexture::GetProjectionScaling | ( | ) | const [inline] |
Retrieves the projection scaling.
| deSkin* deHeightTerrainTexture::GetSkin | ( | ) | const [inline] |
Retrieves the skin or NULL if not set.
| void deHeightTerrainTexture::SetMaskImage | ( | deImage * | image ) |
Sets the mask image or NULL if not set.
| void deHeightTerrainTexture::SetProjectionOffset | ( | const decVector2 & | offset ) |
Sets the projection offset.
| void deHeightTerrainTexture::SetProjectionRotation | ( | float | rotation ) |
Sets the projection rotation.
| void deHeightTerrainTexture::SetProjectionScaling | ( | const decVector2 & | scaling ) |
Sets the projection scaling.
| void deHeightTerrainTexture::SetSkin | ( | deSkin * | skin ) |
Sets the skin or NULL if not set.
1.7.2