Legacy:IceTexture

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 13:14, 16 December 2005 by SuperApe (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
UT :: Object (UT) >> Bitmap >> Texture (UT) >> FractalTexture >> IceTexture (Package: Fire)
UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial >> Texture >> FractalTexture >> IceTexture (Package: Fire)

Uses a texture as displacement for another texture. Both textures must have exactly the same dimensions to make this work.

Also see Animated Real-Time Textures.

Properties

IceLayer Group

byte Amplitude
byte Frequency
Frequency and Amplitude act on the speed and size of the circular and wavy parts of a texture's movements.
Texture GlassTexture
Interpreted as an 8-bit distortion vector field.
bool MoveIce
The MoveIce switch selects movement of either the GlassTexture or SourceTexture.
PanningType PanningStyle
Texture SourceTexture
TimingType TimeMethod
byte HorizPanSpeed
byte VertPanSpeed
HorizPanSpeed and VertPanSpeed determine the movement in the Linear and WavyX/Y modes, with a zero-point of (128,128).

Hidden

int ForceRefresh
int LocalSource
float MasterCount
Texture OldGlassTex
Texture OldSourceTex
int OldUDisplace
int OldVDisplace
float TickAccu
float UDisplace
float UPosition
float VDisplace
float VPosition

Enums

PanningType

SLIDE_Linear
Move a texture with speed settings HorizPanSpeed and VertPanSpeed.
SLIDE_Circular
Circular movement using Frequency, around a radius equal to Amplitude.
SLIDE_Gestation
Irregular movement using Frequency and Amplitude.
SLIDE_WavyX
A wavy horizontal movement of Frequency and Amplitude.
SLIDE_WavyY
A wavy vertical movement of Frequency and Amplitude.

TimingType

TIME_FrameRateSync
The default setting of TIME_FrameRateSync will not give framerate-independent animations, but is still a good choice if you need smoothness, since a once-per-frame update will ensure the texture moves a little bit every frame without big skips.
TIME_RealTimeScroll
By setting the TimeMethod parameter to TIME_RealTimeScroll, the animation speed you see in the editor matches the in-game speed exactly regardless of the frame rate; it will skip intermediate panning positions if necessary.