This reference page is linked to from the following overview topics: What's New in 3DXI.
Simple wrapper for 3ds Max textures.
A generic class that wraps all the 3ds Max texture maps. This class directly supports the Bitmap Texture. This can be tested for by calling IExportEntity::IsEntitySupported. If it is not supported then access to the paramblocks, if defined can be obtained by using the properties interface. The usual texture map properties including coordinate rollout access are provided.
#include <IGameMaterial.h>
Public Member Functions |
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virtual MCHAR * | GetTextureName ()=0 |
Get the texture map name as seen in the
Material Editor.
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virtual MCHAR * | GetTextureClass ()=0 |
Get the Texture class as seen in the
Material Editor.
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virtual Texmap * | GetMaxTexmap ()=0 |
Access to the actual 3ds Max definition.
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virtual IGameUVGen * | GetIGameUVGen ()=0 |
Access to the Coordinate Rollout. |
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virtual int | GetMapChannel ()=0 |
Get the map channel being used by the
texture. |
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virtual int | GetStdMapSlot ()=0 |
Get the slot that the bitmap was found in.
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virtual MCHAR * | GetBitmapFileName ()=0 |
Get the filename of the bitmap used by the
Bitmap Texture. |
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virtual IGameProperty * | GetClipUData ()=0 |
Get the Clip U Data from a the Bitmap Texture. |
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virtual IGameProperty * | GetClipVData ()=0 |
Get the Clip V Data from a the Bitmap Texture. |
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virtual IGameProperty * | GetClipHData ()=0 |
Get the Clip H Data from a the Bitmap Texture. |
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virtual IGameProperty * | GetClipWData ()=0 |
Get the Clip W Data from a the Bitmap Texture. |
virtual MCHAR* GetTextureName | ( | ) | [pure virtual] |
Get the texture map name as seen in the Material Editor.
The name of the TextureMap as seen in the material editor/material browser.
virtual MCHAR* GetTextureClass | ( | ) | [pure virtual] |
Get the Texture class as seen in the Material Editor.
virtual Texmap* GetMaxTexmap | ( | ) | [pure virtual] |
Access to the actual 3ds Max definition.
This allows the developer to get hold of extra data such as Texture Transforms, specified from the Coordinates rollout. 3ds Max method of GetUVGen or GetXYZGen can be used for more advanced access
virtual IGameUVGen* GetIGameUVGen | ( | ) | [pure virtual] |
Access to the Coordinate Rollout.
If the developer needs access to the transforms applied to the texture, then this can be accessed here.
virtual int GetMapChannel | ( | ) | [pure virtual] |
Get the map channel being used by the texture.
virtual int GetStdMapSlot | ( | ) | [pure virtual] |
Get the slot that the bitmap was found in.
It uses the standard 3ds Max convention ID_BU for bump etc.. If this is -1 then it means either the hosting material was not a standard material and the channel conversion could not be performed based on the active shader.
virtual MCHAR* GetBitmapFileName | ( | ) | [pure virtual] |
Get the filename of the bitmap used by the Bitmap Texture.
virtual IGameProperty* GetClipUData | ( | ) | [pure virtual] |
Get the Clip U Data from a the Bitmap Texture.
virtual IGameProperty* GetClipVData | ( | ) | [pure virtual] |
Get the Clip V Data from a the Bitmap Texture.
virtual IGameProperty* GetClipHData | ( | ) | [pure virtual] |
Get the Clip H Data from a the Bitmap Texture.
virtual IGameProperty* GetClipWData | ( | ) | [pure virtual] |
Get the Clip W Data from a the Bitmap Texture.