3 #include "TerrainCommon.h" 63 bool IsOwnMask() {
return m_bOwnMask;};
64 void SetOwnMask(
bool bOwn) {m_bOwnMask = bOwn;};
66 bool IsOwnTexture() {
return m_bOwnTexture;};
67 void SetOwnTexture(
bool bOwn) {m_bOwnTexture = bOwn;};
Definition: SceneObject.h:15
void FlipVertical()
Works exactly like Texture::FlipVertical().
Definition: DetailTexture.cpp:79
void SetMask(Texture *)
Sets the alpha mask to be used for this painting layer. This should be an alpha-only Texture...
Definition: DetailTexture.cpp:87
different physics engine has different winding order.
Definition: EventBinding.h:32
DeviceTexturePtr_type BindMask()
Binds the mask layer to an OpenGL texture object.
Definition: DetailTexture.cpp:122
Texture * RegenerateMask(byte DefaultMaskValue=0xff)
regenerate the Mask file based on the dimension of the detailed texture.
Definition: DetailTexture.cpp:37
DetailTexture(Texture *pTexture, Texture *pMask)
Constructs a new DetailTexture that allows splatting of the specified Texture as a detail texture...
Definition: DetailTexture.cpp:14
Texture * GetTexture()
Gets the detail texture.
Definition: DetailTexture.cpp:117
void Unbind()
Unloads both the mask and detail OpenGL texture objects.
Definition: DetailTexture.cpp:138
void FlipHorizontal()
Works exactly like Texture::FlipHorizontal().
Definition: DetailTexture.cpp:71
Texture * GetMask()
Gets the alpha mask layer.
Definition: DetailTexture.cpp:100
it presents a real or virtual file in ParaEngine.
Definition: ParaFile.h:31
A DetailTexture is a "layer" that can be painted onto to put texture "splats" on a terrain surface...
Definition: DetailTexture.h:23
This class represents a single, contiguous chunk of terrain and is the primary public interface to De...
Definition: Terrain.h:386
DeviceTexturePtr_type BindTexture()
Binds the detail texture to an OpenGL texture object.
Definition: DetailTexture.cpp:130
void SetTexture(Texture *)
Sets the Texture that this painting layer uses as a detail texture.
Definition: DetailTexture.cpp:105