My program doesn't have bugs. It just develops random features.
UE1:Texture (U1)
Contents
- 1 Properties
- 1.1 Property group 'Animation'
- 1.2 Property group 'Quality'
- 1.3 Property group 'Surface'
- 1.4 Property group 'Texture'
- 1.5 Internal variables
- 1.5.1 Accumulator
- 1.5.2 AnimCurrent
- 1.5.3 bDirtyShadows
- 1.5.4 bGouraud
- 1.5.5 bHighLedge
- 1.5.6 bHighShadowDetail
- 1.5.7 bInvisible
- 1.5.8 bLowShadowDetail
- 1.5.9 bMirrored
- 1.5.10 bNoMerge
- 1.5.11 bNotSolid
- 1.5.12 bParametric
- 1.5.13 bPortal
- 1.5.14 bRealtime
- 1.5.15 bRealtimeChanged
- 1.5.16 bSemisolid
- 1.5.17 bSpecialLit
- 1.5.18 bX2
- 1.5.19 bX3
- 1.5.20 bX4
- 1.5.21 bX5
- 1.5.22 bX6
- 1.5.23 bX7
- 1.5.24 DecompFormat
- 1.5.25 DecompMips
- 1.5.26 Mips
- 1.5.27 PrimeCurrent
- 2 Enums
- Package:
- Engine
- Direct subclasses:
- FractalTexture, ScriptedTexture
- This class in other games:
- RTNP, UT, U2XMP, U2, UE2Runtime, UT2003, UT2004, UT3, UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Texture: An Unreal texture map. This is a built-in Unreal class and it shouldn't be modified.
Properties
Property group 'Animation'
AnimNext
Type: Texture
MaxFrameRate
Type: float
MinFrameRate
Type: float
PrimeCount
Type: byte
Property group 'Quality'
bHighColorQuality
Type: bool
Modifiers: private
High color quality hint.
bHighTextureQuality
Type: bool
Modifiers: private
High color quality hint.
LODSet
Type: ELODSet
Default value: LODSET_World
Property group 'Surface'
bAutoUPan
Type: bool
bAutoVPan
Type: bool
bBigWavy
Type: bool
bCloudWavy
Type: bool
bEnvironment
Type: bool
bFakeBackdrop
Type: bool
bMasked
Type: bool
Modifiers: editconst
bModulate
Type: bool
bNoSmooth
Type: bool
bSmallWavy
Type: bool
bTransparent
Type: bool
bTwoSided
Type: bool
bUnlit
Type: bool
bWaterWavy
Type: bool
Property group 'Texture'
Alpha
Type: float
Alpha.
BumpMap
Type: Texture
Bump map to illuminate this texture with.
DetailTexture
Type: Texture
Detail texture to apply.
Diffuse
Type: float
Diffuse lighting coefficient.
Default value: 1.0
DrawScale
Type: float
Scaling relative to parent.
Default value: 1.0
FootstepSound
Type: Sound
Footstep sound.
Friction
Type: float
Surface friction coefficient, 1.0=none, 0.95=some.
Default value: 1.0
HitSound
Type: Sound
MacroTexture
Type: Texture
MipMult
Type: float
Default value: 1.0
Specular
Type: float
Specular lighting coefficient.
Default value: 1.0
Internal variables
Accumulator
Type: float
Modifiers: transient
AnimCurrent
Type: Texture
Modifiers: transient
bDirtyShadows
Type: bool
bGouraud
Type: bool
bHighLedge
Type: bool
bHighShadowDetail
Type: bool
bInvisible
Type: bool
bLowShadowDetail
Type: bool
bMirrored
Type: bool
Modifiers: const
bNoMerge
Type: bool
bNotSolid
Type: bool
bParametric
Type: bool
Modifiers: private
Texture data need not be stored.
bPortal
Type: bool
bRealtime
Type: bool
Modifiers: private
Texture changes in realtime.
bRealtimeChanged
Type: bool
Modifiers: private, transient
bSemisolid
Type: bool
bSpecialLit
Type: bool
bX2
Type: bool
Modifiers: const
bX3
Type: bool
Modifiers: const
bX4
Type: bool
Modifiers: const
bX5
Type: bool
Modifiers: const
bX6
Type: bool
Modifiers: const
bX7
Type: bool
Modifiers: const
DecompFormat
Type: Bitmap.ETextureFormat
Modifiers: private, native
DecompMips
Modifiers: private, native, const
Mips
Modifiers: private, native, const
PrimeCurrent
Type: byte
Modifiers: transient
Enums
ELODSet
- LODSET_None
- No level of detail mipmap tossing.
- LODSET_World
- World level-of-detail set.
- LODSET_Skin
- Skin level-of-detail set.