r3mptext
real/code/r3mptext.h
r3code
Texture mapping shader.
r3Mpbitmap
R3CLID_MPBITMAP
r3Mptexture
R3CLID_MPTEXTURE - 366
GradX, GradY, FlipX, FlipY, TileX, TileY, EdgeX, EdgeY, BleedX, BleedY, SmoothRadius, MipMapAA,
int R3RegisterMPTextureClass(R3APP *app);
GradX
GradX
R3MPTA_GradX
Boolean
R3BOOL
if true, interpolate between pixels
jsobj.SetGradX(value);
value = jsobj.GetGradX();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_GradX, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_GradX, &value, R3TAG_END);
GradY
GradY
R3MPTA_GradY
Boolean
R3BOOL
if true, interpolate between pixels
jsobj.SetGradY(value);
value = jsobj.GetGradY();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_GradY, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_GradY, &value, R3TAG_END);
FlipX
FlipX
R3MPTA_FlipX
Boolean
R3BOOL
if true, flip odd textures when tiling
jsobj.SetFlipX(value);
value = jsobj.GetFlipX();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_FlipX, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_FlipX, &value, R3TAG_END);
FlipY
FlipY
R3MPTA_FlipY
Boolean
R3BOOL
if true, flip odd textures when tiling
jsobj.SetFlipY(value);
value = jsobj.GetFlipY();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_FlipY, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_FlipY, &value, R3TAG_END);
TileX
TileX
R3MPTA_TileX
Boolean
R3BOOL
if true, tile texture
jsobj.SetTileX(value);
value = jsobj.GetTileX();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_TileX, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_TileX, &value, R3TAG_END);
TileY
TileY
R3MPTA_TileY
Boolean
R3BOOL
if true, flip odd textures when tiling
jsobj.SetTileY(value);
value = jsobj.GetTileY();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_TileY, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_TileY, &value, R3TAG_END);
EdgeX
EdgeX
R3MPTA_EdgeX
Boolean
R3BOOL
if true interpolate edges of the texture
jsobj.SetEdgeX(value);
value = jsobj.GetEdgeX();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_EdgeX, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_EdgeX, &value, R3TAG_END);
EdgeY
EdgeY
R3MPTA_EdgeY
Boolean
R3BOOL
if true, flip odd textures when tiling
jsobj.SetEdgeY(value);
value = jsobj.GetEdgeY();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_EdgeY, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_EdgeY, &value, R3TAG_END);
BleedX
BleedX
R3MPTA_BleedX
Boolean
R3BOOL
if true extrapolate edge colors
jsobj.SetBleedX(value);
value = jsobj.GetBleedX();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_BleedX, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_BleedX, &value, R3TAG_END);
BleedY
BleedY
R3MPTA_BleedY
Boolean
R3BOOL
if true, flip odd textures when tiling
jsobj.SetBleedY(value);
value = jsobj.GetBleedY();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPTA_BleedY, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPTA_BleedY, &value, R3TAG_END);
SmoothRadius
SmoothRadius
R3MPTA_SmoothRadius
Number
R3FLOAT
smoothing radius
jsobj.SetSmoothRadius(value);
value = jsobj.GetSmoothRadius();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3MPTA_SmoothRadius, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3MPTA_SmoothRadius, &value, R3TAG_END);
MipMapAA
MipMapAA
R3MPTA_MipMapAA
Number
R3FLOAT
mipmapping antialising
jsobj.SetMipMapAA(value);
value = jsobj.GetMipMapAA();
R3FLOAT value = ...;
R3SetAttrs(r3obj, R3MPTA_MipMapAA, value, R3TAG_END);
R3FLOAT value;
R3GetAttrs(r3obj, R3MPTA_MipMapAA, &value, R3TAG_END);