UVMapping source for texture layer.
File : API\rend\rendTypes.h
Namespace : rend
enum eUVSource
{
UV_MANUAL1 = 0,
UV_MANUAL2 = 1,
UV_MANUAL3 = 2,
UV_MANUAL4 = 3,
UV_AUTO_SPHERE_ENV = 4,
UV_CAMERA_NORMAL = 5,
UV_CAMERA_POSITION = 6,
UV_CAMERA_REFLECTION = 7,
UV_SPHERE_MAP = 8,
};
Description
Texture layer UV-coordinates source. Coorinates could be supplied with the
rendered vertices (UV_MANUAL1 - UV_MANULA4) or could be computed from
vertex position or normal vector to achieve different effects.
Values
- UV_MANUAL1 - UV_MANUAL4
- Vertex uv
is used directly.
- UV_AUTO_SPHERE_ENV
- Automatic uv computation for sphere environment map.
- UV_CAMERA_NORMAL
- Use the vertex normal, transformed to camera space.
- UV_CAMERA_POSITION
- Use the vertex position, transformed to camera space.
- UV_CAMERA_REFLECTION
- Use the reflection vector, transformed to camera space.
The reflection vector is computed from the input vertex position and
normal vector.
- UV_SPHERE_MAP
- Sphere mapping. Currently unused.
See Also:
- overview of namespace rend
- strcut tTextureLayerInfo
- ZVertex::uv method