#include </gauge3d/graphics/surface.h>
Public Attributes | |
pGImage | mImage |
The image to use for this map. | |
tMapType | mRGBType |
How to interpret the RGB (or grayscale) channel(s) of the image. | |
tMapType | mAlphaType |
How to interpret the alpha channel of the image. | |
GCoordinate | mOffset [2] |
Offset to apply to texture coordinates. | |
GCoordinate | mScale [2] |
Scale to apply to texture coordinates. | |
GCoordinate | mAngle |
Angle by which to rotate texture coordinates. (radians). | |
GCoordinate | mThresholdNear [2] |
The distance at which to start showing this map. (see above). | |
GCoordinate | mThresholdFar [2] |
The distance at which to stop showing this map. (see above). |
Each surface map can map two aspects of a surface. For example, an often-used surface map is one which maps colors and opacity values across the surface (this is your typical RGBA texture). Other ideas for surface maps include:
The more surface maps you have, the more rendering passes will be used to render the polygons that use this map.
mThresholdNear and mThresholdFar allow you to control level-of-detail. If the object to which this surface is being applied is further away than mThresholdFar[1] or closer than mThresholdNear[0], the map will not be used. If the object is between mThresholdNear[1] and mThresholdFar[0], the map will be applied as normal. In the area between mThresholdNear[0] and mThresholdNear[1], and in the area between mThresholdFar[0] and mThresholdFar[1], the map will be smoothly blended in and out to eliminate popup. (Note that some renderers may not do anything about popup, or may use other methods to avoid it.)