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package min3d.vos;
import java.util.ArrayList;
/**
* Contains the properties of a texture which can be assigned to an object.
* An object can be assigned multiple TextureVo's by adding them to
* the Object3d's TextureList (usually up to just 2 w/ current Android hardware).
*
* The "textureEnvs" ArrayList defines what texture environment commands
* will be sent to OpenGL for the texture. Typically, this needs to hold
* just one TextureEnvVo, but can hold an arbitrary number, for more
* complex 'layering' operations.
*
* TODO: Allow for adding glTexEnvf commands (float instead of int)
*
* TODO: Ability to assign arbitrary UV lists per-TextureVo? (Non-trivial...)
*/
public class TextureVo
{
/**
* The texureId in the TextureManager that corresponds to an uploaded Bitmap
*/
public String textureId;
/**
* Determines if U and V ("S" and "T" in OpenGL parlance) repeat, or are 'clamped'
* (Defaults to true, matching OpenGL's default setting)
*/
public boolean repeatU = true;
public boolean repeatV = true;
/**
* The U/V offsets for the texture (rem, normal range of U and V are 0 to 1)
*/
public float offsetU = 0;
public float offsetV = 0;
/**
* A list of TexEnvVo's that define how texture is composited in the output.
* Normally contains just one element.
*/
public ArrayList<TexEnvxVo> textureEnvs;
//
public TextureVo(String $textureId, ArrayList<TexEnvxVo> $textureEnvVo)
{
textureId = $textureId;
textureEnvs = $textureEnvVo;
}
public TextureVo(String $textureId)
{
textureId = $textureId;
textureEnvs = new ArrayList<TexEnvxVo>();
textureEnvs.add( new TexEnvxVo());
}
}
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Revision |
Author |
Commited |
Message |
4
|
FMMortaroli
|
Fri 19 Apr, 2013 16:54:38 +0000 |
|