My program doesn't have bugs. It just develops random features.
UE1:WaterTexture (UT)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Bitmap >> Texture >> FractalTexture >> WaterTexture |
- Package:
- Fire
- Direct subclasses:
- WaveTexture, WetTexture
- This class in other games:
- RTNP, U1, UE2Runtime, U2, U2XMP, UT2003, UT2004
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WaterTexture: Base class for fractal water textures. Parent of Wave- and WetTexture. This is a built-in Unreal class and it shouldn't be modified.
Properties[edit]
Property group 'WaterPaint'[edit]
DropType[edit]
Type: WDrop
FX_Amplitude[edit]
Type: byte
FX_Depth[edit]
Type: byte
FX_Frequency[edit]
Type: byte
FX_Phase[edit]
Type: byte
FX_Radius[edit]
Type: byte
FX_Size[edit]
Type: byte
FX_Speed[edit]
Type: byte
FX_Time[edit]
Type: byte
WaveAmp[edit]
Type: byte
Internal variables[edit]
Drops[edit]
Type: ADrop
Array size: 256
NumDrops[edit]
Type: int
OldWaveAmp[edit]
Type: int
Modifiers: transient
RenderTable[edit]
Type: byte
Array size: 1028
Modifiers: transient
SourceFields[edit]
Type: int
Modifiers: transient
WaterParity[edit]
Type: byte
Modifiers: transient
WaterTable[edit]
Type: byte
Array size: 1536
Modifiers: transient
Enums[edit]
WDrop[edit]
- DROP_FixedDepth
- Fixed depth spot, A=depth
- DROP_PhaseSpot
- Phased depth spot, A=frequency B=phase
- DROP_ShallowSpot
- Shallower phased depth spot, A=frequency B=phase
- DROP_HalfAmpl
- Half-amplitude (only 128+ values)
- DROP_RandomMover
- Randomly moves around
- DROP_FixedRandomSpot
- Fixed spot with random output
- DROP_WhirlyThing
- Moves in small circles, A=speed B=depth
- DROP_BigWhirly
- Moves in large circles, A=speed B=depth
- DROP_HorizontalLine
- Horizontal line segment
- DROP_VerticalLine
- Vertical line segment
- DROP_DiagonalLine1
- Diagonal '/'
- DROP_DiagonalLine2
- Diagonal '\'
- DROP_HorizontalOsc
- Horizontal oscillating line segment
- DROP_VerticalOsc
- Vertical oscillating line segment
- DROP_DiagonalOsc1
- Diagonal oscillating '/'
- DROP_DiagonalOsc2
- Diagonal oscillating '\'
- DROP_RainDrops
- General random raindrops, A=depth B=distribution radius
- DROP_AreaClamp
- Clamp spots to indicate shallow/dry areas
- DROP_LeakyTap
- DROP_DrippyTap