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Legacy:BitmapMaterial
From Unreal Wiki, The Unreal Engine Documentation Site
Abstract base class for Textures and ScriptedTextures.
Contents
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.