OGRE  master
Object-Oriented Graphics Rendering Engine
Ogre::TextureUnitState Class Reference

Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More...

#include <OgreTextureUnitState.h>

+ Inheritance diagram for Ogre::TextureUnitState:

Classes

struct  TextureEffect
 Internal structure defining a texture effect. More...
 

Public Types

enum  ContentType : uint8 { CONTENT_NAMED = 0, CONTENT_SHADOW = 1, CONTENT_COMPOSITOR = 2 }
 Enum identifying the type of content this texture unit contains. More...
 
typedef std::multimap< TextureEffectType, TextureEffectEffectMap
 Texture effects in a multimap paired array. More...
 
enum  EnvMapType { ENV_PLANAR, ENV_CURVED, ENV_REFLECTION, ENV_NORMAL }
 Texture coordinate generation method for environment mapping. More...
 
typedef Ogre::TextureAddressingMode TextureAddressingMode
 
enum  TextureCubeFace {
  CUBE_FRONT = 0, CUBE_BACK = 1, CUBE_LEFT = 2, CUBE_RIGHT = 3,
  CUBE_UP = 4, CUBE_DOWN = 5
}
 Enum identifying the frame indexes for faces of a cube map (not the composite 3D type. More...
 
enum  TextureEffectType {
  ET_ENVIRONMENT_MAP, ET_PROJECTIVE_TEXTURE, ET_UVSCROLL, ET_USCROLL,
  ET_VSCROLL, ET_ROTATE, ET_TRANSFORM
}
 Definition of the broad types of texture effect you can apply to a texture unit. More...
 
enum  TextureTransformType {
  TT_TRANSLATE_U, TT_TRANSLATE_V, TT_SCALE_U, TT_SCALE_V,
  TT_ROTATE
}
 Useful enumeration when dealing with procedural transforms. More...
 
typedef Sampler::UVWAddressingMode UVWAddressingMode
 

Public Member Functions

 TextureUnitState (Pass *parent)
 Default constructor. More...
 
 TextureUnitState (Pass *parent, const TextureUnitState &oth)
 
 TextureUnitState (Pass *parent, const String &texName, uint8 texCoordSet=0)
 Name-based constructor. More...
 
 ~TextureUnitState ()
 Default destructor. More...
 
TexCoordCalcMethod _deriveTexCoordCalcMethod () const
 
ControllerFloat_getAnimController () const
 Gets the animation controller (as created because of setAnimatedTexture) if it exists. More...
 
const SamplerPtr_getLocalSampler ()
 return a sampler local to this TUS instead of the shared global one More...
 
const TexturePtr_getTexturePtr (void) const
 Get the texture pointer for the current frame. More...
 
const TexturePtr_getTexturePtr (size_t frame) const
 Get the texture pointer for a given frame. More...
 
void _load (void)
 Internal method for loading this object as part of Material::load. More...
 
void _notifyNeedsRecompile (void)
 Tells the class that it needs recompilation. More...
 
void _notifyParent (Pass *parent)
 Notify this object that its parent has changed. More...
 
void _prepare (void)
 Internal method for preparing this object for load, as part of Material::prepare. More...
 
void _setTexturePtr (const TexturePtr &texptr)
 Set the texture pointer for the current frame (internal use only!). More...
 
void _setTexturePtr (const TexturePtr &texptr, size_t frame)
 Set the texture pointer for a given frame (internal use only!). More...
 
void _unload (void)
 Internal method for unloading this object as part of Material::unload. More...
 
void _unprepare (void)
 Internal method for undoing the preparation this object as part of Material::unprepare. More...
 
void addEffect (TextureEffect &effect)
 Generic method for setting up texture effects. More...
 
void addFrameTextureName (const String &name)
 Add a Texture name to the end of the frame container. More...
 
size_t calculateSize (void) const
 
void deleteFrameTextureName (const size_t frameNumber)
 Deletes a specific texture frame. More...
 
const LayerBlendModeExgetAlphaBlendMode (void) const
 Get multitexturing alpha blending mode. More...
 
Real getAnimationDuration (void) const
 Get the animated-texture animation duration. More...
 
SceneBlendFactor getColourBlendFallbackDest (void) const
 Get the multipass fallback for colour blending operation destination factor. More...
 
SceneBlendFactor getColourBlendFallbackSrc (void) const
 Get the multipass fallback for colour blending operation source factor. More...
 
const LayerBlendModeExgetColourBlendMode (void) const
 Get multitexturing colour blending mode. More...
 
ContentType getContentType (void) const
 Get the type of content this TextureUnitState references. More...
 
unsigned int getCurrentFrame (void) const
 Gets the active frame in an animated or multi-image texture layer. More...
 
PixelFormat getDesiredFormat (void) const
 Returns the desired pixel format for the texture surface. More...
 
const EffectMapgetEffects (void) const
 Get texture effects in a multimap paired array. More...
 
const StringgetFrameTextureName (unsigned int frameNumber) const
 Gets the name of the texture associated with a frame number. More...
 
float getGamma () const
 Returns the gamma adjustment factor applied to this texture on loading. More...
 
const StringgetName (void) const
 Get the name of the Texture Unit State. More...
 
unsigned int getNumFrames (void) const
 Gets the number of frames for a texture. More...
 
int getNumMipmaps (void) const
 Gets how many mipmaps have been requested for the texture. More...
 
PassgetParent (void) const
 Gets the parent Pass object. More...
 
const StringgetReferencedCompositorName () const
 Gets the name of the compositor that this texture references. More...
 
uint32 getReferencedMRTIndex () const
 Gets the MRT index of the texture in the compositor that this texture references. More...
 
const StringgetReferencedTextureName () const
 Gets the name of the texture in the compositor that this texture references. More...
 
const SamplerPtrgetSampler () const
 get the associated sampler More...
 
const Sampler::UVWAddressingModegetTextureAddressingMode (void) const
 Sets the texture addressing mode, i.e. More...
 
unsigned int getTextureAnisotropy () const
 Get this layer texture anisotropy level. More...
 
const ColourValuegetTextureBorderColour () const
 
bool getTextureCompareEnabled () const
 
CompareFunction getTextureCompareFunction () const
 
uint8 getTextureCoordSet (void) const
 Gets the index of the set of texture co-ords this layer uses. More...
 
std::pair< uint32, uint32getTextureDimensions (unsigned int frame=0) const
 Returns the width and height of the texture in the given frame. More...
 
FilterOptions getTextureFiltering (FilterType ftype) const
 Get the texture filtering for the given type. More...
 
float getTextureMipmapBias (void) const
 Gets the bias value applied to the mipmap calculation. More...
 
const StringgetTextureName (void) const
 Get the name of current texture image for this layer. More...
 
const StringgetTextureNameAlias (void) const
 
const RadiangetTextureRotate (void) const
 Get texture rotation effects angle value. More...
 
const Matrix4getTextureTransform (void) const
 Gets the current texture transformation matrix. More...
 
TextureType getTextureType (void) const
 Returns the type of this texture. More...
 
Real getTextureUScale (void) const
 Get texture uscale value. More...
 
Real getTextureUScroll (void) const
 Get texture uscroll value. More...
 
Real getTextureVScale (void) const
 Get texture vscale value. More...
 
Real getTextureVScroll (void) const
 Get texture vscroll value. More...
 
int getUnorderedAccessMipLevel () const
 
bool is3D (void) const
 
bool isBlank (void) const
 Determines if this texture layer is currently blank. More...
 
bool isCubic (void) const
 
bool isDefaultFiltering () const
 Returns true if this texture unit is using the default Sampler. More...
 
bool isHardwareGammaEnabled () const
 Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. More...
 
bool isLoaded (void) const
 Is this loaded? More...
 
bool isTextureLoadFailing () const
 Tests if the texture associated with this unit has failed to load. More...
 
TextureUnitStateoperator= (const TextureUnitState &oth)
 
void removeAllEffects (void)
 Removes all effects applied to this texture layer. More...
 
void removeEffect (const TextureEffectType type)
 Removes a single effect applied to this texture layer. More...
 
void retryTextureLoad ()
 Tells the unit to retry loading the texture if it had failed to load. More...
 
void setAlphaOperation (LayerBlendOperationEx op, LayerBlendSource source1=LBS_TEXTURE, LayerBlendSource source2=LBS_CURRENT, Real arg1=1.0, Real arg2=1.0, Real manualBlend=0.0)
 Sets the alpha operation to be applied to this texture. More...
 
void setAnimatedTextureName (const String &name, size_t numFrames, Real duration=0)
 Sets the names of the texture images for an animated texture. More...
 
void setAnimatedTextureName (const String *const names, size_t numFrames, Real duration=0)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
void setAnimatedTextureName (const std::vector< String > &names, Real duration=0)
 
void setBlank (void)
 Sets this texture layer to be blank. More...
 
void setColourOperation (const LayerBlendOperation op)
 Determines how this texture layer is combined with the one below it (or the diffuse colour of the geometry if this is layer 0). More...
 
void setColourOperationEx (LayerBlendOperationEx op, LayerBlendSource source1=LBS_TEXTURE, LayerBlendSource source2=LBS_CURRENT, const ColourValue &arg1=ColourValue::White, const ColourValue &arg2=ColourValue::White, Real manualBlend=0.0)
 Setting advanced blending options. More...
 
void setColourOpMultipassFallback (const SceneBlendFactor sourceFactor, const SceneBlendFactor destFactor)
 Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx and not enough multitexturing hardware is available. More...
 
void setCompositorReference (const String &compositorName, const String &textureName, uint32 mrtIndex=0)
 Set the compositor reference for this texture unit state. More...
 
void setContentType (ContentType ct)
 Set the type of content this TextureUnitState references. More...
 
void setCubicTexture (const TexturePtr *const texPtrs, bool forUVW=false)
 
void setCubicTextureName (const String &name, bool forUVW=false)
 
void setCubicTextureName (const String *const names, bool forUVW=false)
 
void setCurrentFrame (unsigned int frameNumber)
 Changes the active frame in an animated or multi-image texture. More...
 
void setDesiredFormat (PixelFormat desiredFormat)
 Sets the desired pixel format for the texture surface; can only be set before load(). More...
 
void setEnvironmentMap (bool enable, EnvMapType texGenType=ENV_CURVED)
 Turns on/off texture coordinate effect that makes this layer an environment map. More...
 
void setFrameTextureName (const String &name, unsigned int frameNumber)
 Sets the name of the texture associated with a frame. More...
 
void setGamma (float gamma)
 Sets the gamma adjustment factor applied to this texture on loading the data. More...
 
void setHardwareGammaEnabled (bool enabled)
 Sets whether this texture will be set up so that on sampling it, hardware gamma correction is applied. More...
 
void setIsAlpha (bool isAlpha)
 
void setLayerArrayNames (TextureType type, const std::vector< String > &names)
 Sets this texture layer to use an array of texture maps. More...
 
void setName (const String &name)
 Set the name of the Texture Unit State. More...
 
void setNumMipmaps (int numMipmaps)
 Sets the number of mipmaps to be used for this texture. More...
 
void setProjectiveTexturing (bool enabled, const Frustum *projectionSettings=0)
 Enables or disables projective texturing on this texture unit. More...
 
void setRotateAnimation (Real speed)
 Sets up an animated texture rotation for this layer. More...
 
void setSampler (const SamplerPtr &sampler)
 
void setScrollAnimation (Real uSpeed, Real vSpeed)
 Sets up an animated scroll for the texture layer. More...
 
void setTexture (const TexturePtr &texPtr)
 Sets this texture layer to use a single texture, given the pointer to the texture to use on this layer. More...
 
void setTextureAddressingMode (Ogre::TextureAddressingMode tam)
 Sets the texture addressing mode, i.e. More...
 
void setTextureAddressingMode (Ogre::TextureAddressingMode u, Ogre::TextureAddressingMode v, Ogre::TextureAddressingMode w)
 Sets the texture addressing mode, i.e. More...
 
void setTextureAddressingMode (const Sampler::UVWAddressingMode &uvw)
 Sets the texture addressing mode, i.e. More...
 
void setTextureAnisotropy (unsigned int maxAniso)
 Sets the anisotropy level to be used for this texture level. More...
 
void setTextureBorderColour (const ColourValue &colour)
 Sets the texture border colour. More...
 
void setTextureCompareEnabled (bool enabled)
 Enables or disables the comparison test for depth textures. More...
 
void setTextureCompareFunction (CompareFunction function)
 
void setTextureCoordSet (uint8 set)
 Sets which texture coordinate set is to be used for this texture layer. More...
 
void setTextureFiltering (TextureFilterOptions filterType)
 Set the texture filtering for this unit, using the simplified interface. More...
 
void setTextureFiltering (FilterType ftype, FilterOptions opts)
 Set a single filtering option on this texture unit. More...
 
void setTextureFiltering (FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
 Set a the detailed filtering options on this texture unit. More...
 
void setTextureMipmapBias (float bias)
 Sets the bias value applied to the mipmap calculation. More...
 
void setTextureName (const String &name)
 Sets this texture layer to use a single texture, given the name of the texture to use on this layer. More...
 
void setTextureName (const String &name, TextureType ttype)
 
void setTextureNameAlias (const String &name)
 
void setTextureRotate (const Radian &angle)
 Sets the anticlockwise rotation factor applied to texture coordinates. More...
 
void setTextureScale (Real uScale, Real vScale)
 Sets the scaling factor applied to texture coordinates. More...
 
void setTextureScroll (Real u, Real v)
 Sets the translation offset of the texture, ie scrolls the texture. More...
 
void setTextureTransform (const Matrix4 &xform)
 Sets a matrix used to transform any texture coordinates on this layer. More...
 
void setTextureUScale (Real value)
 As setTextureScale, but sets only U value. More...
 
void setTextureUScroll (Real value)
 As setTextureScroll, but sets only U value. More...
 
void setTextureVScale (Real value)
 As setTextureScale, but sets only V value. More...
 
void setTextureVScroll (Real value)
 As setTextureScroll, but sets only V value. More...
 
void setTransformAnimation (const TextureTransformType ttype, const WaveformType waveType, Real base=0, Real frequency=1, Real phase=0, Real amplitude=1)
 Sets up a general time-relative texture modification effect. More...
 
void setUnorderedAccessMipLevel (int mipLevel)
 Enables Unordered Access to the provided mipLevel of the texture. More...
 

Static Public Attributes

static const Ogre::TextureAddressingMode TAM_BORDER = Ogre::TAM_BORDER
 
static const Ogre::TextureAddressingMode TAM_CLAMP = Ogre::TAM_CLAMP
 
static const Ogre::TextureAddressingMode TAM_MIRROR = Ogre::TAM_MIRROR
 
static const Ogre::TextureAddressingMode TAM_WRAP = Ogre::TAM_WRAP
 

Detailed Description

Class representing the state of a single texture unit during a Pass of a Technique, of a Material.

Texture units are pipelines for retrieving texture data for rendering onto your objects in the world. Using them is common to both the fixed-function and the programmable (vertex and fragment program) pipeline, but some of the settings will only have an effect in the fixed-function pipeline (for example, setting a texture rotation will have no effect if you use the programmable pipeline, because this is overridden by the fragment program). The effect of each setting as regards the 2 pipelines is commented in each setting.

When I use the term 'fixed-function pipeline' I mean traditional rendering where you do not use vertex or fragment programs (shaders). Programmable pipeline means that for this pass you are using vertex or fragment programs.

Member Typedef Documentation

◆ TextureAddressingMode

◆ UVWAddressingMode

◆ EffectMap

Texture effects in a multimap paired array.

Member Enumeration Documentation

◆ TextureEffectType

Definition of the broad types of texture effect you can apply to a texture unit.

Enumerator
ET_ENVIRONMENT_MAP 

Generate all texture coords based on angle between camera and vertex.

ET_PROJECTIVE_TEXTURE 

Generate texture coords based on a frustum.

ET_UVSCROLL 

Constant u/v scrolling effect.

ET_USCROLL 

Constant u scrolling effect.

ET_VSCROLL 

Constant u/v scrolling effect.

ET_ROTATE 

Constant rotation.

ET_TRANSFORM 

More complex transform.

◆ EnvMapType

Texture coordinate generation method for environment mapping.

Enumerator
ENV_PLANAR 

2D texture coordinates using view space position. Same as ENV_CURVED on all backends.

ENV_CURVED 

2D texture coordinates using spherical reflection mapping

ENV_REFLECTION 

Cubic texture coordinates using the reflection vector.

ENV_NORMAL 

Cubic texture coordinates using the normal vector.

◆ TextureTransformType

Useful enumeration when dealing with procedural transforms.

Enumerator
TT_TRANSLATE_U 
TT_TRANSLATE_V 
TT_SCALE_U 
TT_SCALE_V 
TT_ROTATE 

◆ TextureCubeFace

Enum identifying the frame indexes for faces of a cube map (not the composite 3D type.

Enumerator
CUBE_FRONT 
CUBE_BACK 
CUBE_LEFT 
CUBE_RIGHT 
CUBE_UP 
CUBE_DOWN 

◆ ContentType

Enum identifying the type of content this texture unit contains.

Enumerator
CONTENT_NAMED 

The default option, this derives texture content from a texture name, loaded by ordinary means from a file or having been manually created with a given name.

CONTENT_SHADOW 

A shadow texture, automatically bound by engine.

CONTENT_COMPOSITOR 

This option allows you to reference a texture from a compositor, and is only valid when the pass is rendered within a compositor sequence.

Constructor & Destructor Documentation

◆ TextureUnitState() [1/3]

Ogre::TextureUnitState::TextureUnitState ( Pass parent)

Default constructor.

◆ TextureUnitState() [2/3]

Ogre::TextureUnitState::TextureUnitState ( Pass parent,
const TextureUnitState oth 
)

◆ ~TextureUnitState()

Ogre::TextureUnitState::~TextureUnitState ( )

Default destructor.

◆ TextureUnitState() [3/3]

Ogre::TextureUnitState::TextureUnitState ( Pass parent,
const String texName,
uint8  texCoordSet = 0 
)

Name-based constructor.

Parameters
parentthe parent Pass object.
texNameThe basic name of the texture e.g. brickwall.jpg, stonefloor.png.
texCoordSetThe index of the texture coordinate set to use.

Member Function Documentation

◆ operator=()

TextureUnitState& Ogre::TextureUnitState::operator= ( const TextureUnitState oth)

◆ getTextureName()

const String& Ogre::TextureUnitState::getTextureName ( void  ) const

Get the name of current texture image for this layer.

This will either always be a single name for this layer, or will be the name of the current frame for an animated or otherwise multi-frame texture.

◆ setTextureName() [1/2]

void Ogre::TextureUnitState::setTextureName ( const String name)

Sets this texture layer to use a single texture, given the name of the texture to use on this layer.

◆ setTextureName() [2/2]

void Ogre::TextureUnitState::setTextureName ( const String name,
TextureType  ttype 
)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setTexture()

void Ogre::TextureUnitState::setTexture ( const TexturePtr texPtr)

Sets this texture layer to use a single texture, given the pointer to the texture to use on this layer.

◆ setCubicTextureName() [1/2]

void Ogre::TextureUnitState::setCubicTextureName ( const String name,
bool  forUVW = false 
)
inline

◆ setCubicTextureName() [2/2]

void Ogre::TextureUnitState::setCubicTextureName ( const String *const  names,
bool  forUVW = false 
)

◆ setCubicTexture()

void Ogre::TextureUnitState::setCubicTexture ( const TexturePtr *const  texPtrs,
bool  forUVW = false 
)
inline

◆ setAnimatedTextureName() [1/3]

void Ogre::TextureUnitState::setAnimatedTextureName ( const String name,
size_t  numFrames,
Real  duration = 0 
)

Sets the names of the texture images for an animated texture.

Animated textures are just a series of images making up the frames of the animation. All the images must be the same size, and their names must have a frame number appended before the extension, e.g. if you specify a name of "flame.jpg" with 3 frames, the image names must be "flame_0.jpg", "flame_1.jpg" and "flame_2.jpg".

You can change the active frame on a texture layer by calling the Ogre::TextureUnitState::setCurrentFrame method.

Note
If you can't make your texture images conform to the naming standard laid out here, you can call the alternative setAnimatedTextureName method which takes an array of names instead.
Parameters
nameThe base name of the textures to use e.g. flame.jpg for frames flame_0.jpg, flame_1.jpg etc.
numFramesThe number of frames in the sequence.
durationThe length of time it takes to display the whole animation sequence, in seconds. If 0, no automatic transition occurs.

◆ setAnimatedTextureName() [2/3]

void Ogre::TextureUnitState::setAnimatedTextureName ( const String *const  names,
size_t  numFrames,
Real  duration = 0 
)

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Deprecated:
use setAnimatedTextureName( const std::vector<String>&, Real )

◆ setAnimatedTextureName() [3/3]

void Ogre::TextureUnitState::setAnimatedTextureName ( const std::vector< String > &  names,
Real  duration = 0 
)
inline

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ setLayerArrayNames()

void Ogre::TextureUnitState::setLayerArrayNames ( TextureType  type,
const std::vector< String > &  names 
)

Sets this texture layer to use an array of texture maps.

◆ getTextureDimensions()

std::pair<uint32, uint32> Ogre::TextureUnitState::getTextureDimensions ( unsigned int  frame = 0) const

Returns the width and height of the texture in the given frame.

◆ setCurrentFrame()

void Ogre::TextureUnitState::setCurrentFrame ( unsigned int  frameNumber)

Changes the active frame in an animated or multi-image texture.

An animated texture (or a cubic texture where the images are not combined for 3D use) is made up of a number of frames. This method sets the active frame.

◆ getCurrentFrame()

unsigned int Ogre::TextureUnitState::getCurrentFrame ( void  ) const

Gets the active frame in an animated or multi-image texture layer.

◆ getFrameTextureName()

const String& Ogre::TextureUnitState::getFrameTextureName ( unsigned int  frameNumber) const

Gets the name of the texture associated with a frame number.

Throws an exception if frameNumber exceeds the number of stored frames.

◆ setFrameTextureName()

void Ogre::TextureUnitState::setFrameTextureName ( const String name,
unsigned int  frameNumber 
)

Sets the name of the texture associated with a frame.

Parameters
nameThe name of the texture.
frameNumberThe frame the texture name is to be placed in.
Note
Throws an exception if frameNumber exceeds the number of stored frames.

◆ addFrameTextureName()

void Ogre::TextureUnitState::addFrameTextureName ( const String name)

Add a Texture name to the end of the frame container.

Parameters
nameThe name of the texture.

◆ deleteFrameTextureName()

void Ogre::TextureUnitState::deleteFrameTextureName ( const size_t  frameNumber)

Deletes a specific texture frame.

The texture used is not deleted but the texture will no longer be used by the Texture Unit. An exception is raised if the frame number exceeds the number of actual frames.

Parameters
frameNumberThe frame number of the texture to be deleted.

◆ getNumFrames()

unsigned int Ogre::TextureUnitState::getNumFrames ( void  ) const

Gets the number of frames for a texture.

◆ setContentType()

void Ogre::TextureUnitState::setContentType ( ContentType  ct)

Set the type of content this TextureUnitState references.

The default is to reference a standard named texture, but this unit can also reference automated content like a shadow texture.

◆ getContentType()

ContentType Ogre::TextureUnitState::getContentType ( void  ) const

Get the type of content this TextureUnitState references.

◆ isCubic()

bool Ogre::TextureUnitState::isCubic ( void  ) const
inline

◆ is3D()

bool Ogre::TextureUnitState::is3D ( void  ) const
inline

◆ getTextureType()

TextureType Ogre::TextureUnitState::getTextureType ( void  ) const

Returns the type of this texture.

◆ setDesiredFormat()

void Ogre::TextureUnitState::setDesiredFormat ( PixelFormat  desiredFormat)

Sets the desired pixel format for the texture surface; can only be set before load().

◆ getDesiredFormat()

PixelFormat Ogre::TextureUnitState::getDesiredFormat ( void  ) const

Returns the desired pixel format for the texture surface.

◆ setNumMipmaps()

void Ogre::TextureUnitState::setNumMipmaps ( int  numMipmaps)

Sets the number of mipmaps to be used for this texture.

Note
Must be set before calling any 'load' method.

◆ getNumMipmaps()

int Ogre::TextureUnitState::getNumMipmaps ( void  ) const

Gets how many mipmaps have been requested for the texture.

◆ setIsAlpha()

void Ogre::TextureUnitState::setIsAlpha ( bool  isAlpha)
Deprecated:
use setDesiredFormat(PF_A8)

◆ getGamma()

float Ogre::TextureUnitState::getGamma ( ) const

Returns the gamma adjustment factor applied to this texture on loading.

◆ setGamma()

void Ogre::TextureUnitState::setGamma ( float  gamma)

Sets the gamma adjustment factor applied to this texture on loading the data.

Note
Must be called before any 'load' method. This gamma factor will be premultiplied in and may reduce the precision of your textures. You can use setHardwareGamma if supported to apply gamma on sampling the texture instead.

◆ setHardwareGammaEnabled()

void Ogre::TextureUnitState::setHardwareGammaEnabled ( bool  enabled)

Sets whether this texture will be set up so that on sampling it, hardware gamma correction is applied.

24-bit textures are often saved in gamma colour space; this preserves precision in the 'darks'. However, if you're performing blending on the sampled colours, you really want to be doing it in linear space. One way is to apply a gamma correction value on loading (see setGamma), but this means you lose precision in those dark colours. An alternative is to get the hardware to do the gamma correction when reading the texture and converting it to a floating point value for the rest of the pipeline. This option allows you to do that; it's only supported in relatively recent hardware (others will ignore it) but can improve the quality of colour reproduction.

Note
Must be called before any 'load' method since it may affect the construction of the underlying hardware resources. Also note this only useful on textures using 8-bit colour channels.

◆ isHardwareGammaEnabled()

bool Ogre::TextureUnitState::isHardwareGammaEnabled ( ) const

Gets whether this texture will be set up so that on sampling it, hardware gamma correction is applied.

◆ getTextureCoordSet()

uint8 Ogre::TextureUnitState::getTextureCoordSet ( void  ) const

Gets the index of the set of texture co-ords this layer uses.

Note
Only applies to the fixed function pipeline and has no effect if a fragment program is used.

◆ setTextureCoordSet()

void Ogre::TextureUnitState::setTextureCoordSet ( uint8  set)

Sets which texture coordinate set is to be used for this texture layer.

A mesh can define multiple sets of texture coordinates, this sets which one this material uses.

◆ setUnorderedAccessMipLevel()

void Ogre::TextureUnitState::setUnorderedAccessMipLevel ( int  mipLevel)
inline

Enables Unordered Access to the provided mipLevel of the texture.

◆ getUnorderedAccessMipLevel()

int Ogre::TextureUnitState::getUnorderedAccessMipLevel ( ) const
inline

◆ setTextureTransform()

void Ogre::TextureUnitState::setTextureTransform ( const Matrix4 xform)

Sets a matrix used to transform any texture coordinates on this layer.

Texture coordinates can be modified on a texture layer to create effects like scrolling textures. A texture transform can either be applied to a layer which takes the source coordinates from a fixed set in the geometry, or to one which generates them dynamically (e.g. environment mapping).

It's obviously a bit impractical to create scrolling effects by calling this method manually since you would have to call it every frame with a slight alteration each time, which is tedious. Instead you can use setTransformAnimation which will manage the effect over time for you.

In addition, if you can et the individual texture transformations rather than concatenating them yourself.

See also
Ogre::TextureUnitState::setTextureScroll
Ogre::TextureUnitState::setTextureScale
Ogre::TextureUnitState::setTextureRotate

◆ getTextureTransform()

const Matrix4& Ogre::TextureUnitState::getTextureTransform ( void  ) const

Gets the current texture transformation matrix.

Causes a reclaculation of the matrix if any parameters have been changed via setTextureScroll, setTextureScale and setTextureRotate.

◆ setTextureScroll()

void Ogre::TextureUnitState::setTextureScroll ( Real  u,
Real  v 
)

Sets the translation offset of the texture, ie scrolls the texture.

This method sets the translation element of the texture transformation, and is easier to use than setTextureTransform if you are combining translation, scaling and rotation in your texture transformation. If you want to animate these values use Ogre::TextureUnitState::setScrollAnimation

Parameters
uThe amount the texture should be moved horizontally (u direction).
vThe amount the texture should be moved vertically (v direction).

◆ setTextureUScroll()

void Ogre::TextureUnitState::setTextureUScroll ( Real  value)

As setTextureScroll, but sets only U value.

◆ getTextureUScroll()

Real Ogre::TextureUnitState::getTextureUScroll ( void  ) const

Get texture uscroll value.

◆ setTextureVScroll()

void Ogre::TextureUnitState::setTextureVScroll ( Real  value)

As setTextureScroll, but sets only V value.

◆ getTextureVScroll()

Real Ogre::TextureUnitState::getTextureVScroll ( void  ) const

Get texture vscroll value.

◆ setTextureUScale()

void Ogre::TextureUnitState::setTextureUScale ( Real  value)

As setTextureScale, but sets only U value.

◆ getTextureUScale()

Real Ogre::TextureUnitState::getTextureUScale ( void  ) const

Get texture uscale value.

◆ setTextureVScale()

void Ogre::TextureUnitState::setTextureVScale ( Real  value)

As setTextureScale, but sets only V value.

◆ getTextureVScale()

Real Ogre::TextureUnitState::getTextureVScale ( void  ) const

Get texture vscale value.

◆ setTextureScale()

void Ogre::TextureUnitState::setTextureScale ( Real  uScale,
Real  vScale 
)

Sets the scaling factor applied to texture coordinates.

This method sets the scale element of the texture transformation, and is easier to use than setTextureTransform if you are combining translation, scaling and rotation in your texture transformation.

If you want to animate these values use Ogre::TextureUnitState::setTransformAnimation

Parameters
uScaleThe value by which the texture is to be scaled horizontally.
vScaleThe value by which the texture is to be scaled vertically.

◆ setTextureRotate()

void Ogre::TextureUnitState::setTextureRotate ( const Radian angle)

Sets the anticlockwise rotation factor applied to texture coordinates.

This sets a fixed rotation angle - if you wish to animate this, use Ogre::TextureUnitState::setRotateAnimation

Parameters
angleThe angle of rotation (anticlockwise).

◆ getTextureRotate()

const Radian& Ogre::TextureUnitState::getTextureRotate ( void  ) const

Get texture rotation effects angle value.

◆ getSampler()

const SamplerPtr& Ogre::TextureUnitState::getSampler ( ) const
inline

get the associated sampler

◆ setSampler()

void Ogre::TextureUnitState::setSampler ( const SamplerPtr sampler)
inline

References OgreAssert.

◆ getTextureAddressingMode()

const Sampler::UVWAddressingMode& Ogre::TextureUnitState::getTextureAddressingMode ( void  ) const
inline

Sets the texture addressing mode, i.e.

what happens at uv values above 1.0.

The default is TAM_WRAP i.e. the texture repeats over values of 1.0. This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

◆ setTextureAddressingMode() [1/3]

void Ogre::TextureUnitState::setTextureAddressingMode ( Ogre::TextureAddressingMode  tam)
inline

Sets the texture addressing mode, i.e.

what happens at uv values above 1.0.

The default is TAM_WRAP i.e. the texture repeats over values of 1.0. This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

◆ setTextureAddressingMode() [2/3]

void Ogre::TextureUnitState::setTextureAddressingMode ( Ogre::TextureAddressingMode  u,
Ogre::TextureAddressingMode  v,
Ogre::TextureAddressingMode  w 
)
inline

Sets the texture addressing mode, i.e.

what happens at uv values above 1.0.

The default is TAM_WRAP i.e. the texture repeats over values of 1.0. This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

◆ setTextureAddressingMode() [3/3]

void Ogre::TextureUnitState::setTextureAddressingMode ( const Sampler::UVWAddressingMode uvw)
inline

Sets the texture addressing mode, i.e.

what happens at uv values above 1.0.

The default is TAM_WRAP i.e. the texture repeats over values of 1.0. This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

This is a shortcut method which sets the addressing mode for all coordinates at once; you can also call the more specific method to set the addressing mode per coordinate.

◆ setTextureBorderColour()

void Ogre::TextureUnitState::setTextureBorderColour ( const ColourValue colour)
inline

Sets the texture border colour.

The default is ColourValue::Black, and this value only used when addressing mode is TAM_BORDER.

◆ getTextureBorderColour()

const ColourValue& Ogre::TextureUnitState::getTextureBorderColour ( ) const
inline

◆ setTextureFiltering() [1/3]

void Ogre::TextureUnitState::setTextureFiltering ( TextureFilterOptions  filterType)
inline

Set the texture filtering for this unit, using the simplified interface.

You also have the option of specifying the minification, magnification and mip filter individually if you want more control over filtering options. See the alternative setTextureFiltering methods for details.

Parameters
filterTypeThe high-level filter type to use.

◆ setTextureFiltering() [2/3]

void Ogre::TextureUnitState::setTextureFiltering ( FilterType  ftype,
FilterOptions  opts 
)
inline

Set a single filtering option on this texture unit.

Parameters
ftypeThe filtering type to set.
optsThe filtering option to set.

◆ setTextureFiltering() [3/3]

void Ogre::TextureUnitState::setTextureFiltering ( FilterOptions  minFilter,
FilterOptions  magFilter,
FilterOptions  mipFilter 
)
inline

Set a the detailed filtering options on this texture unit.

Parameters
minFilterThe filtering to use when reducing the size of the texture. Can be Ogre::FO_POINT, Ogre::FO_LINEAR or Ogre::FO_ANISOTROPIC.
magFilterThe filtering to use when increasing the size of the texture. Can be Ogre::FO_POINT, Ogre::FO_LINEAR or Ogre::FO_ANISOTROPIC.
mipFilterThe filtering to use between mip levels. Can be Ogre::FO_NONE (turns off mipmapping), Ogre::FO_POINT or Ogre::FO_LINEAR (trilinear filtering).

◆ getTextureFiltering()

FilterOptions Ogre::TextureUnitState::getTextureFiltering ( FilterType  ftype) const
inline

Get the texture filtering for the given type.

◆ setTextureCompareEnabled()

void Ogre::TextureUnitState::setTextureCompareEnabled ( bool  enabled)
inline

Enables or disables the comparison test for depth textures.

When enabled, sampling the texture returns how the sampled value compares against a reference value instead of the sampled value itself. Combined with linear filtering this can be used to implement hardware PCF for shadow maps.

◆ getTextureCompareEnabled()

bool Ogre::TextureUnitState::getTextureCompareEnabled ( ) const
inline

◆ setTextureCompareFunction()

void Ogre::TextureUnitState::setTextureCompareFunction ( CompareFunction  function)
inline

◆ getTextureCompareFunction()

CompareFunction Ogre::TextureUnitState::getTextureCompareFunction ( ) const
inline

◆ setTextureAnisotropy()

void Ogre::TextureUnitState::setTextureAnisotropy ( unsigned int  maxAniso)
inline

Sets the anisotropy level to be used for this texture level.

The degree of anisotropy is the ratio between the height of the texture segment visible in a screen space region versus the width - so for example a floor plane, which stretches on into the distance and thus the vertical texture coordinates change much faster than the horizontal ones, has a higher anisotropy than a wall which is facing you head on (which has an anisotropy of 1 if your line of sight is perfectly perpendicular to it).The maximum value is determined by the hardware, but it is usually 8 or 16.

In order for this to be used, you have to set the minification and/or the magnification option on this texture to Ogre::FO_ANISOTROPIC.

Parameters
maxAnisoThe maximal anisotropy level, should be between 2 and the maximum supported by hardware (1 is the default, ie. no anisotropy).

◆ getTextureAnisotropy()

unsigned int Ogre::TextureUnitState::getTextureAnisotropy ( ) const
inline

Get this layer texture anisotropy level.

◆ setTextureMipmapBias()

void Ogre::TextureUnitState::setTextureMipmapBias ( float  bias)
inline

Sets the bias value applied to the mipmap calculation.

You can alter the mipmap calculation by biasing the result with a single floating point value. After the mip level has been calculated, this bias value is added to the result to give the final mip level. Lower mip levels are larger (higher detail), so a negative bias will force the larger mip levels to be used, and a positive bias will cause smaller mip levels to be used. The bias values are in mip levels, so a -1 bias will force mip levels one larger than by the default calculation.

In order for this option to be used, your hardware has to support mipmap biasing (exposed through Ogre::RSC_MIPMAP_LOD_BIAS), and your minification filtering has to be set to point or linear.

◆ getTextureMipmapBias()

float Ogre::TextureUnitState::getTextureMipmapBias ( void  ) const
inline

Gets the bias value applied to the mipmap calculation.

See also
TextureUnitState::setTextureMipmapBias

References Ogre::LBS_CURRENT, Ogre::LBS_TEXTURE, and Ogre::ColourValue::White.

◆ setColourOperationEx()

void Ogre::TextureUnitState::setColourOperationEx ( LayerBlendOperationEx  op,
LayerBlendSource  source1 = LBS_TEXTURE,
LayerBlendSource  source2 = LBS_CURRENT,
const ColourValue arg1 = ColourValue::White,
const ColourValue arg2 = ColourValue::White,
Real  manualBlend = 0.0 
)

Setting advanced blending options.

This is an extended version of the Ogre::TextureUnitState::setColourOperation method which allows extremely detailed control over the blending applied between this and earlier layers. See the Warning below about the issues between mulitpass and multitexturing that using this method can create.

Texture colour operations determine how the final colour of the surface appears when rendered. Texture units are used to combine colour values from various sources (ie. the diffuse colour of the surface from lighting calculations, combined with the colour of the texture). This method allows you to specify the 'operation' to be used, ie. the calculation such as adds or multiplies, and which values to use as arguments, such as a fixed value or a value from a previous calculation.

The defaults for each layer are:

ie. each layer takes the colour results of the previous layer, and multiplies them with the new texture being applied. Bear in mind that colours are RGB values from 0.0 - 1.0 so multiplying them together will result in values in the same range, 'tinted' by the multiply. Note however that a straight multiply normally has the effect of darkening the textures - for this reason there are brightening operations like Ogre::LBX_MODULATE_X2. See the Ogre::LayerBlendOperation and Ogre::LayerBlendSource enumerated types for full details.

The final 3 parameters are only required if you decide to pass values manually into the operation, i.e. you want one or more of the inputs to the colour calculation to come from a fixed value that you supply. Hence you only need to fill these in if you supply Ogre::LBS_MANUAL to the corresponding source, or use the Ogre::LBX_BLEND_MANUAL operation.

Warning
Ogre tries to use multitexturing hardware to blend texture layers together. However, if it runs out of texturing units (e.g. 2 of a GeForce2, 4 on a GeForce3) it has to fall back on multipass rendering, i.e. rendering the same object multiple times with different textures. This is both less efficient and there is a smaller range of blending operations which can be performed. For this reason, if you use this method you MUST also call Ogre::TextureUnitState::setColourOpMultipassFallback to specify which effect you want to fall back on if sufficient hardware is not available.
If you wish to avoid having to do this, use the simpler Ogre::TextureUnitState::setColourOperation method which allows less flexible blending options but sets up the multipass fallback automatically, since it only allows operations which have direct multipass equivalents.
Parameters
opThe operation to be used, e.g. modulate (multiply), add, subtract.
source1The source of the first colour to the operation e.g. texture colour.
source2The source of the second colour to the operation e.g. current surface colour.
arg1Manually supplied colour value (only required if source1 = LBS_MANUAL).
arg2Manually supplied colour value (only required if source2 = LBS_MANUAL).
manualBlendManually supplied 'blend' value - only required for operations which require manual blend e.g. LBX_BLEND_MANUAL.

◆ setColourOperation()

void Ogre::TextureUnitState::setColourOperation ( const LayerBlendOperation  op)

Determines how this texture layer is combined with the one below it (or the diffuse colour of the geometry if this is layer 0).

This method is the simplest way to blend texture layers, because it requires only one parameter, gives you the most common blending types, and automatically sets up 2 blending methods: one for if single-pass multitexturing hardware is available, and another for if it is not and the blending must be achieved through multiple rendering passes. It is, however, quite limited and does not expose the more flexible multitexturing operations, simply because these can't be automatically supported in multipass fallback mode. If want to use the fancier options, use Ogre::TextureUnitState::setColourOperationEx, but you'll either have to be sure that enough multitexturing units will be available, or you should explicitly set a fallback using Ogre::TextureUnitState::setColourOpMultipassFallback.

Note
The default method is Ogre::LBO_MODULATE for all layers.
Parameters
opOne of the Ogre::LayerBlendOperation enumerated blending types.

◆ setColourOpMultipassFallback()

void Ogre::TextureUnitState::setColourOpMultipassFallback ( const SceneBlendFactor  sourceFactor,
const SceneBlendFactor  destFactor 
)

Sets the multipass fallback operation for this layer, if you used TextureUnitState::setColourOperationEx and not enough multitexturing hardware is available.

Because some effects exposed using Ogre::TextureUnitState::setColourOperationEx are only supported under multitexturing hardware, if the hardware is lacking the system must fallback on multipass rendering, which unfortunately doesn't support as many effects. This method is for you to specify the fallback operation which most suits you.

You'll notice that the interface is the same as the Ogre::TMaterial::setSceneBlending method; this is because multipass rendering IS effectively scene blending, since each layer is rendered on top of the last using the same mechanism as making an object transparent, it's just being rendered in the same place repeatedly to get the multitexture effect.

If you use the simpler (and hence less flexible) Ogre::TextureUnitState::setColourOperation method you don't need to call this as the system sets up the fallback for you.

Note
This option has no effect in the programmable pipeline, because there is no multipass fallback and multitexture blending is handled by the fragment shader.

◆ getColourBlendMode()

const LayerBlendModeEx& Ogre::TextureUnitState::getColourBlendMode ( void  ) const

Get multitexturing colour blending mode.

◆ getAlphaBlendMode()

const LayerBlendModeEx& Ogre::TextureUnitState::getAlphaBlendMode ( void  ) const

Get multitexturing alpha blending mode.

◆ getColourBlendFallbackSrc()

SceneBlendFactor Ogre::TextureUnitState::getColourBlendFallbackSrc ( void  ) const

Get the multipass fallback for colour blending operation source factor.

◆ getColourBlendFallbackDest()

SceneBlendFactor Ogre::TextureUnitState::getColourBlendFallbackDest ( void  ) const

Get the multipass fallback for colour blending operation destination factor.

◆ setAlphaOperation()

void Ogre::TextureUnitState::setAlphaOperation ( LayerBlendOperationEx  op,
LayerBlendSource  source1 = LBS_TEXTURE,
LayerBlendSource  source2 = LBS_CURRENT,
Real  arg1 = 1.0,
Real  arg2 = 1.0,
Real  manualBlend = 0.0 
)

Sets the alpha operation to be applied to this texture.

This works in exactly the same way as setColourOperationEx, except that the effect is applied to the level of alpha (i.e. transparency) of the texture rather than its colour. When the alpha of a texel (a pixel on a texture) is 1.0, it is opaque, whereas it is fully transparent if the alpha is 0.0. Please refer to the Ogre::TextureUnitState::setColourOperationEx method for more info.

Parameters
opThe operation to be used, e.g. modulate (multiply), add, subtract
source1The source of the first alpha value to the operation e.g. texture alpha
source2The source of the second alpha value to the operation e.g. current surface alpha
arg1Manually supplied alpha value (only required if source1 = Ogre::LBS_MANUAL)
arg2Manually supplied alpha value (only required if source2 = Ogre::LBS_MANUAL)
manualBlendManually supplied 'blend' value - only required for operations which require manual blend e.g. Ogre::LBX_BLEND_MANUAL

◆ addEffect()

void Ogre::TextureUnitState::addEffect ( TextureEffect effect)

Generic method for setting up texture effects.

Allows you to specify effects directly by using the TextureEffectType enumeration. The arguments that go with it depend on the effect type. Only one effect of each type can be applied to a texture layer.

This method is used internally by Ogre but it is better generally for applications to use the more intuitive specialised methods such as setEnvironmentMap and setTextureScroll.

◆ setEnvironmentMap()

void Ogre::TextureUnitState::setEnvironmentMap ( bool  enable,
EnvMapType  texGenType = ENV_CURVED 
)

Turns on/off texture coordinate effect that makes this layer an environment map.

Environment maps make an object look reflective by using the object's vertex normals relative to the camera view to generate texture coordinates.

The vectors generated can either be used to address a single 2D texture which is a 'fish-eye' lens view of a scene, or a 3D cubic environment map which requires 6 textures for each side of the inside of a cube.

This effect works best if the object has lots of gradually changing normals. The texture also has to be designed for this effect - see the example spheremap.png included with the sample application for a 2D environment map; a cubic map can be generated by rendering 6 views of a scene to each of the cube faces with orthogonal views.

Enabling this disables any other texture coordinate generation effects. However it can be combined with texture coordinate modification functions, which then operate on the generated coordinates rather than static model texture coordinates.

Parameters
enableTrue to enable, false to disable
texGenTypetexture coordinate generation type

◆ setScrollAnimation()

void Ogre::TextureUnitState::setScrollAnimation ( Real  uSpeed,
Real  vSpeed 
)

Sets up an animated scroll for the texture layer.

Useful for creating constant scrolling effects on a texture layer (for varying scrolls, see Ogre::TextureUnitState::setTransformAnimation).

Parameters
uSpeedThe number of horizontal loops per second (+ve=moving right, -ve = moving left).
vSpeedThe number of vertical loops per second (+ve=moving up, -ve= moving down).

◆ setRotateAnimation()

void Ogre::TextureUnitState::setRotateAnimation ( Real  speed)

Sets up an animated texture rotation for this layer.

Useful for constant rotations (for varying rotations, see Ogre::TextureUnitState::setTransformAnimation).

Parameters
speedThe number of complete anticlockwise revolutions per second (use -ve for clockwise)

◆ setTransformAnimation()

void Ogre::TextureUnitState::setTransformAnimation ( const TextureTransformType  ttype,
const WaveformType  waveType,
Real  base = 0,
Real  frequency = 1,
Real  phase = 0,
Real  amplitude = 1 
)

Sets up a general time-relative texture modification effect.

This can be called multiple times for different values of ttype, but only the latest effect applies if called multiple time for the same ttype.

Parameters
ttypeThe type of transform, either translate (scroll), scale (stretch) or rotate (spin).
waveTypeThe shape of the wave, see Ogre::WaveformType enum for details.
baseThe base value for the function (range of output = {base, base + amplitude}).
frequencyThe speed of the wave in cycles per second.
phaseThe offset of the start of the wave, e.g. 0.5 to start half-way through the wave.
amplitudeScales the output so that instead of lying within 0..1 it lies within 0..1*amplitude for exaggerated effects.

◆ setProjectiveTexturing()

void Ogre::TextureUnitState::setProjectiveTexturing ( bool  enabled,
const Frustum projectionSettings = 0 
)

Enables or disables projective texturing on this texture unit.

Projective texturing allows you to generate texture coordinates based on a Frustum, which gives the impression that a texture is being projected onto the surface. Note that once you have called this method, the texture unit continues to monitor the Frustum you passed in and the projection will change if you can alter it. It also means that you must ensure that the Frustum object you pass a pointer to remains in existence for as long as this TextureUnitState does.

This effect cannot be combined with other texture generation effects, such as environment mapping. It also has no effect on passes which have a vertex program enabled - projective texturing has to be done in the vertex program instead.
Parameters
enabledWhether to enable / disable.
projectionSettingsThe Frustum which will be used to derive the projection parameters.

◆ removeAllEffects()

void Ogre::TextureUnitState::removeAllEffects ( void  )

Removes all effects applied to this texture layer.

◆ removeEffect()

void Ogre::TextureUnitState::removeEffect ( const TextureEffectType  type)

Removes a single effect applied to this texture layer.

Note
Because you can only have 1 effect of each type (e.g. 1 texture coordinate generation) applied to a layer, only the effect type is required.

◆ isBlank()

bool Ogre::TextureUnitState::isBlank ( void  ) const

Determines if this texture layer is currently blank.

Note
This can happen if a texture fails to load or some other non-fatal error. Worth checking after setting texture name.

◆ setBlank()

void Ogre::TextureUnitState::setBlank ( void  )

Sets this texture layer to be blank.

◆ isTextureLoadFailing()

bool Ogre::TextureUnitState::isTextureLoadFailing ( ) const
inline

Tests if the texture associated with this unit has failed to load.

◆ retryTextureLoad()

void Ogre::TextureUnitState::retryTextureLoad ( )
inline

Tells the unit to retry loading the texture if it had failed to load.

◆ getEffects()

const EffectMap& Ogre::TextureUnitState::getEffects ( void  ) const

Get texture effects in a multimap paired array.

◆ getAnimationDuration()

Real Ogre::TextureUnitState::getAnimationDuration ( void  ) const

Get the animated-texture animation duration.

◆ isDefaultFiltering()

bool Ogre::TextureUnitState::isDefaultFiltering ( ) const

Returns true if this texture unit is using the default Sampler.

◆ setCompositorReference()

void Ogre::TextureUnitState::setCompositorReference ( const String compositorName,
const String textureName,
uint32  mrtIndex = 0 
)

Set the compositor reference for this texture unit state.

Only valid when content type is compositor.

Parameters
compositorNameThe name of the compositor to reference.
textureNameThe name of the texture to reference.
mrtIndexThe index of the wanted texture, if referencing an MRT.

◆ getReferencedCompositorName()

const String& Ogre::TextureUnitState::getReferencedCompositorName ( ) const
inline

Gets the name of the compositor that this texture references.

◆ getReferencedTextureName()

const String& Ogre::TextureUnitState::getReferencedTextureName ( ) const
inline

Gets the name of the texture in the compositor that this texture references.

◆ getReferencedMRTIndex()

uint32 Ogre::TextureUnitState::getReferencedMRTIndex ( ) const
inline

Gets the MRT index of the texture in the compositor that this texture references.

◆ getParent()

Pass* Ogre::TextureUnitState::getParent ( void  ) const
inline

Gets the parent Pass object.

◆ _prepare()

void Ogre::TextureUnitState::_prepare ( void  )

Internal method for preparing this object for load, as part of Material::prepare.

◆ _unprepare()

void Ogre::TextureUnitState::_unprepare ( void  )

Internal method for undoing the preparation this object as part of Material::unprepare.

◆ _load()

void Ogre::TextureUnitState::_load ( void  )

Internal method for loading this object as part of Material::load.

◆ _unload()

void Ogre::TextureUnitState::_unload ( void  )

Internal method for unloading this object as part of Material::unload.

◆ isLoaded()

bool Ogre::TextureUnitState::isLoaded ( void  ) const

Is this loaded?

◆ _notifyNeedsRecompile()

void Ogre::TextureUnitState::_notifyNeedsRecompile ( void  )

Tells the class that it needs recompilation.

◆ setName()

void Ogre::TextureUnitState::setName ( const String name)

Set the name of the Texture Unit State.

The name of the Texture Unit State is optional. Its useful in material scripts where a material could inherit from another material and only want to modify a particular Texture Unit State.

◆ getName()

const String& Ogre::TextureUnitState::getName ( void  ) const
inline

Get the name of the Texture Unit State.

◆ setTextureNameAlias()

void Ogre::TextureUnitState::setTextureNameAlias ( const String name)
inline

◆ getTextureNameAlias()

const String& Ogre::TextureUnitState::getTextureNameAlias ( void  ) const
inline

◆ _notifyParent()

void Ogre::TextureUnitState::_notifyParent ( Pass parent)

Notify this object that its parent has changed.

◆ _getTexturePtr() [1/2]

const TexturePtr& Ogre::TextureUnitState::_getTexturePtr ( void  ) const

Get the texture pointer for the current frame.

◆ _getTexturePtr() [2/2]

const TexturePtr& Ogre::TextureUnitState::_getTexturePtr ( size_t  frame) const

Get the texture pointer for a given frame.

◆ _setTexturePtr() [1/2]

void Ogre::TextureUnitState::_setTexturePtr ( const TexturePtr texptr)

Set the texture pointer for the current frame (internal use only!).

◆ _setTexturePtr() [2/2]

void Ogre::TextureUnitState::_setTexturePtr ( const TexturePtr texptr,
size_t  frame 
)

Set the texture pointer for a given frame (internal use only!).

◆ calculateSize()

size_t Ogre::TextureUnitState::calculateSize ( void  ) const

◆ _getAnimController()

ControllerFloat* Ogre::TextureUnitState::_getAnimController ( ) const
inline

Gets the animation controller (as created because of setAnimatedTexture) if it exists.

◆ _getLocalSampler()

const SamplerPtr& Ogre::TextureUnitState::_getLocalSampler ( )

return a sampler local to this TUS instead of the shared global one

◆ _deriveTexCoordCalcMethod()

TexCoordCalcMethod Ogre::TextureUnitState::_deriveTexCoordCalcMethod ( ) const

Member Data Documentation

◆ TAM_WRAP

const Ogre::TextureAddressingMode Ogre::TextureUnitState::TAM_WRAP = Ogre::TAM_WRAP
static

◆ TAM_MIRROR

const Ogre::TextureAddressingMode Ogre::TextureUnitState::TAM_MIRROR = Ogre::TAM_MIRROR
static

◆ TAM_CLAMP

const Ogre::TextureAddressingMode Ogre::TextureUnitState::TAM_CLAMP = Ogre::TAM_CLAMP
static

◆ TAM_BORDER

const Ogre::TextureAddressingMode Ogre::TextureUnitState::TAM_BORDER = Ogre::TAM_BORDER
static

The documentation for this class was generated from the following file: