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# Engine.Texture

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    //=============================================================================
    // Texture: An Unreal texture map.
    // This is a built-in Unreal class and it shouldn't be modified.
    //=============================================================================
    class Texture extends BitmapMaterial
    	safereplace
    	native
    	noteditinlinenew
    	dontcollapsecategories
    	noexport;

    // Palette.
    var(Texture) palette Palette;

    // Detail texture.
    var(Texture) Material Detail;
    var(Texture) float DetailScale;

    // Internal info.
    var const color MipZero;
    var const color MaxColor;
    var const int   InternalTime[2];

    // Deprecated stuff.
    var deprecated texture DetailTexture;	// Detail texture to apply.
    var deprecated texture EnvironmentMap;	// Environment map for this texture
    var deprecated enum EEnvMapTransformType
    {
    	EMTT_ViewSpace,
    	EMTT_WorldSpace,
    	EMTT_LightSpace,
    } EnvMapTransformType;
    var deprecated float Specular;		// Specular lighting coefficient.

    // Texture flags.
    var(Surface)			bool bMasked;
    var(Surface)			bool bAlphaTexture;
    var(Surface)			bool bTwoSided;
    var(Quality) private	bool bHighColorQuality;   // High color quality hint.
    var(Quality) private	bool bHighTextureQuality; // High color quality hint.
    var private				bool bRealtime;           // Texture changes in realtime.
    var private				bool bParametric;         // Texture data need not be stored.
    var private transient	bool bRealtimeChanged;    // Changed since last render.
    var const editconst private  bool bHasComp;		//!!OLDVER Whether a compressed version exists.

    // Level of detail set
    var() enum ELODSet
    {
    #if IG_TRIBES3	// rowan: completely custom texture set for tribes
    	LODSET_None,
    	LODSET_World,
    	LODSET_GameDevice,
    	LODSET_Character,
    	LODSET_Vehicle,
    	LODSET_Terrain,
    	LODSET_FirstPersonWeapon,
    	LODSET_Lightmap,
    	LODSET_Interface,
    #else
    	LODSET_None,
    	LODSET_World,
    	LODSET_PlayerSkin,
    	LODSET_WeaponSkin,
    	LODSET_Terrain,
    	LODSET_Interface,
    	LODSET_RenderMap,
    	LODSET_Lightmap,
    #if IG_BUMPMAP	// rowan: extra texture LOD category for normal maps
    	LODSET_NormalMap,
    #endif
    #endif
    } LODSet;

    var() int NormalLOD;
    var int MinLOD;
    var transient int MaxLOD;

    // Animation.
    var(Animation) texture AnimNext;
    var transient  texture AnimCurrent;
    var(Animation) byte    PrimeCount;
    var transient  byte    PrimeCurrent;
    var(Animation) float   MinFrameRate, MaxFrameRate;
    var transient  float   Accumulator;

    // Mipmaps.
    var private native const array<int> Mips;
    var const editconst ETextureFormat CompFormat; //!!OLDVER

    var const transient int	RenderInterface;
    var const transient int	__LastUpdateTime[2];

    defaultproperties
    {
    	Specular=1
    	LODSet=LODSET_World
    	EnvMapTransformType=EMTT_ViewSpace
    	MipZero=(R=64,G=128,B=64,A=0)
    	MaxColor=(R=255,G=255,B=255,A=255)
    	DetailScale=8.0

    #if IG_RENDERER	// rowan: set Materialtype for quick casts
    	MaterialType = MT_Texture
    #endif
    }

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Class file time: ne 5.9.2004 16:01:32.000 - Creation time: st 23.5.2018 00:10:47.661 - Created with UnCodeX