#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.)
1.2.4 written by Dimitri van Heesch,
© 1997-2000