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| | CloudMapTerrainTextureClass (MipCountType mipLevelCount=MIP_LEVELS_ALL) |
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| void | restore (void) |
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| | TextureClass (unsigned width, unsigned height, WW3DFormat format, MipCountType mip_level_count=MIP_LEVELS_ALL, PoolType pool=POOL_MANAGED, bool rendertarget=false, bool allow_reduction=true) |
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| | TextureClass (const char *name, const char *full_path=NULL, MipCountType mip_level_count=MIP_LEVELS_ALL, WW3DFormat texture_format=WW3D_FORMAT_UNKNOWN, bool allow_compression=true, bool allow_reduction=true) |
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| | TextureClass (SurfaceClass *surface, MipCountType mip_level_count=MIP_LEVELS_ALL) |
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| | TextureClass (IDirect3DBaseTexture8 *d3d_texture) |
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| | TextureClass (unsigned width, unsigned height, MipCountType mip_level_count=MIP_LEVELS_ALL, PoolType pool=POOL_MANAGED, bool rendertarget=false, WW3DFormat format=WW3D_FORMAT_UNKNOWN, bool allow_reduction=true) |
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| virtual TexAssetType | Get_Asset_Type () const |
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| virtual void | Init () |
| | Initialise the texture.
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| virtual void | Apply_New_Surface (IDirect3DBaseTexture8 *tex, bool initialized, bool disable_auto_invalidation=false) |
| | Apply new surface to texture.
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| SurfaceClass * | Get_Surface_Level (unsigned int level=0) |
| | Get surface from mip level.
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| IDirect3DSurface8 * | Get_D3D_Surface_Level (unsigned int level=0) |
| | Get D3D surface from mip level.
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| void | Get_Level_Description (SurfaceClass::SurfaceDescription &desc, unsigned int level=0) |
| | Get surface description for a mip level.
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| TextureFilterClass & | Get_Filter () |
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| WW3DFormat | Get_Texture_Format () const |
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| virtual unsigned | Get_Texture_Memory_Usage () const |
| | Get texture memory usage.
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| virtual TextureClass * | As_TextureClass () |
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| | TextureBaseClass (unsigned width, unsigned height, MipCountType mip_level_count=MIP_LEVELS_ALL, PoolType pool=POOL_MANAGED, bool rendertarget=false, bool reducible=true) |
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| virtual | ~TextureBaseClass () |
| | Base texture class destructor.
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| void | Set_Texture_Name (const char *name) |
| | Set texture name.
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| void | Set_Full_Path (const char *path) |
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| const StringClass & | Get_Texture_Name (void) const |
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| const StringClass & | Get_Full_Path (void) const |
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| unsigned | Get_ID () const |
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| unsigned int | Get_Mip_Level_Count (void) const |
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| int | Get_Width () const |
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| int | Get_Height () const |
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| void | Set_Inactivation_Time (unsigned time) |
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| int | Get_Inactivation_Time () const |
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| unsigned int | Get_Priority (void) |
| | Get priority.
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| unsigned int | Set_Priority (unsigned int priority) |
| | Set priority.
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| bool | Is_Initialized () const |
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| bool | Is_Lightmap () const |
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| bool | Is_Procedural () const |
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| bool | Is_Reducible () const |
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| void | Invalidate () |
| | Invalidate this texture.
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| IDirect3DBaseTexture8 * | Peek_D3D_Base_Texture () const |
| | Returns a pointer to the d3d texture.
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| void | Set_D3D_Base_Texture (IDirect3DBaseTexture8 *tex) |
| | Set the d3d texture pointer. Handles ref counts properly.
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| PoolType | Get_Pool () const |
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| bool | Is_Missing_Texture () |
| | Is missing texture.
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| bool | Is_Dirty () |
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| void | Set_Dirty () |
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| void | Clean () |
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| void | Set_HSV_Shift (const Vector3 &hsv_shift) |
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| const Vector3 & | Get_HSV_Shift () |
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| bool | Is_Compression_Allowed () const |
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| unsigned | Get_Reduction () const |
| | Get reduction mip levels.
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| virtual CubeTextureClass * | As_CubeTextureClass () |
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| virtual VolumeTextureClass * | As_VolumeTextureClass () |
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| IDirect3DTexture8 * | Peek_D3D_Texture () const |
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| IDirect3DVolumeTexture8 * | Peek_D3D_VolumeTexture () const |
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| IDirect3DCubeTexture8 * | Peek_D3D_CubeTexture () const |
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| | RefCountClass (void) |
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| | RefCountClass (const RefCountClass &) |
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| void | Add_Ref (void) const |
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| WWINLINE void | Release_Ref (void) const |
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| int | Num_Refs (void) const |
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| virtual void | Delete_This (void) |
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Definition at line 125 of file TerrainTex.h.
| void CloudMapTerrainTextureClass::Apply |
( |
unsigned int | stage | ) |
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protectedvirtual |
Sets the texture as the current D3D texture, and does some custom setup. The CloudMapTerrainTextureClass may be applied by itself, or with the LightMapTerrainTexture. This may be applied in either single pass, as the first texture in the pipe with LightMapTerrainTextureClass as the second stage of the pape, or multipass. We setup for stage 0, assuming that we are the only texture, as LightMapTerrainTexture will adjust for multitexture if it is applied to stage 1. Also, texture is mapped using the x/y coordinates of the map, saving us yet another set of uv coordinates. (standard D3D setup, but beyond the scope of W3D).
Reimplemented from TextureClass.
Definition at line 941 of file TerrainTex.cpp.