I'm a doctor, not a mechanic

Legacy:BitmapMaterial

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial (Package: Engine)

Abstract base class for Textures and ScriptedTextures.

Properties[edit]

Texture Group[edit]

int UClamp 
Set equal to your texture's horizontal pixels
int VClamp 
Set equal to your texture's vertical pixels
ETexClampMode UClampMode 
Horizontal clamp mode
ETexClampMode VClampMode 
Vertical clamp mode

TextureFormat Group[edit]

ETextureFormat Format (const, editconst) 

Hidden[edit]

byte UBits 
int USize 
byte VBits 
int VSize 

Enums[edit]

ETextureFormat[edit]

TEXF_P8 
The texture uses an 8 bit palette, i.e. 256 colors.
TEXF_RGBA7 
TEXF_RGB16 
TEXF_DXT1 
Texture is DXT1 compressed.
TEXF_RGB8 
TEXF_RGBA8 
Red, Green, Blue and Alpha channels each use 8 bits/pixel.
TEXF_NODATA 
No data?
TEXF_DXT3 
Texture is DXT3 compressed.
TEXF_DXT5 
Texture is DXT5 compressed
TEXF_L8 
TEXF_G16 
Used for terrain heightmaps
TEXF_RRRGGGBBB 

See texture format for more.

ETexClampMode[edit]

This determines what happens at the edge of a texture when panned or otherwise manipulated.

TC_Wrap 
Duplicates the texture past its edges. (Make sure your texture has matching edges, or you'll get an obvious line where the texture repeats.)
TC_Clamp 
Endlessly repeats the edge pixels.

Known Subclasses[edit]