blender/source/gameengine/Converter/BL_Texture.h
Erwin Coumans 2e6d576182 Sorry to break the cvs-closed status, so if you really need to make a new 2.40 build, just disable the game engine if it doesn't compile for a platform. Again, sorry if this breaks non-windows platforms, but I hope people help to get this amazing fix working for all platforms. Armature-fixing contribution from Snailrose. Also lots of cool things from Snailrose and Lagan.
Armatures are back
Split screen
Double sided lightning
Ambient lighting
Alpha test
Material IPO support (one per object atm)
Blender materials
GLSL shaders - Python access
Up to three texture samplers from the material panel ( 2D & Cube map )
Python access to a second set of uv coordinates

See http://www.elysiun.com/forum/viewtopic.php?t=58057
2006-01-06 03:46:54 +00:00

54 lines
997 B
C++

#ifndef __BL_TEXTURE_H__
#define __BL_TEXTURE_H__
#include <vector>
// --
struct Image;
struct EnvMap;
// --
#include "STR_String.h"
class BL_Texture
{
private:
// -----------------------------------
unsigned int* mTexture;
bool mError;
bool mOk;
bool mNeedsDeleted;
unsigned int mType;
STR_String mName;
static unsigned int mBlankTexture;
std::vector<EnvMap*>mCubeMem;
// -----------------------------------
void InitNonPow2Tex(unsigned int *p,int x,int y,bool mipmap );
void InitGLTex(unsigned int *p,int x,int y,bool mipmap );
public:
BL_Texture();
~BL_Texture( );
operator const unsigned int () const;
bool Ok();
STR_String GetName() const;
unsigned int GetTextureType() const;
void DeleteTex();
bool InitFromImage( Image *img, bool mipmap);
bool InitCubeMap( EnvMap *cubemap );
//
bool SetGLTex(unsigned int tex);
void PopCubeMap();
bool IsValid();
void Validate();
};
enum TexType{
BL_TEX2D = 1,
BL_TEXCUBE = 2
};
#endif//__BL_TEXTURE_H__