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+<hr><h1>material.cpp</h1><a href="material_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="material_8h.html">3d/material.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="texture_8h.html">3d/texture.h</a>"</font>
+00030 <font class="preprocessor">#include "<a class="code" href="shader_8h.html">3d/shader.h</a>"</font>
+00031 <font class="preprocessor">#include "<a class="code" href="driver_8h.html">3d/driver.h</a>"</font>
+00032 <font class="preprocessor">#include "<a class="code" href="stream_8h.html">nel/misc/stream.h</a>"</font>
+00033
+00034 <font class="keyword">using</font> <font class="keyword">namespace </font>std;
+00035 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00036
+00037 <font class="keyword">namespace </font>NL3D
+00038 {
+00039
+00040 <font class="comment">// ***************************************************************************</font>
+<a name="l00041"></a><a class="code" href="classNL3D_1_1CMaterial.html#z540_0">00041</a> CMaterial::CMaterial()
+00042 {
+00043 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>= 0;
+00044 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a>= <a class="code" href="namespaceNL3D.html#a112">IDRV_MAT_ZWRITE</a>;
+00045 <font class="comment">// Must init All the flags by default.</font>
+00046 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s66s21">Normal</a>;
+00047 <a class="code" href="classNL3D_1_1CMaterial.html#o2">_SrcBlend</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s65s12">srcalpha</a>;
+00048 <a class="code" href="classNL3D_1_1CMaterial.html#o3">_DstBlend</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s65s13">invsrcalpha</a>;
+00049 <a class="code" href="classNL3D_1_1CMaterial.html#o4">_ZFunction</a>= <a class="code" href="classNL3D_1_1CMaterial.html#s64s6">lessequal</a>;
+00050 <a class="code" href="classNL3D_1_1CMaterial.html#o5">_ZBias</a>= 0;
+00051 <a class="code" href="classNL3D_1_1CMaterial.html#o6">_Color</a>.set(255,255,255,255);
+00052 <a class="code" href="classNL3D_1_1CMaterial.html#o14">_StainedGlassWindow</a> = <font class="keyword">false</font>;
+00053 <a class="code" href="classNL3D_1_1CMaterial.html#o12">_AlphaTestThreshold</a>= 0.5f;
+00054 }
+00055
+00056 <font class="comment">// ***************************************************************************</font>
+<a name="l00057"></a><a class="code" href="classNL3D_1_1CMaterial.html#z551_0">00057</a> <font class="keywordtype">void</font> CMaterial::initUnlit()
+00058 {
+00059 <a class="code" href="classNL3D_1_1CMaterial.html#a0">setShader</a>(<a class="code" href="classNL3D_1_1CMaterial.html#s66s21">Normal</a>);
+00060 <a class="code" href="classNL3D_1_1CMaterial.html#z547_1">setLighting</a>(<font class="keyword">false</font>);
+00061 <a class="code" href="classNL3D_1_1CMaterial.html#z547_0">setColor</a>(CRGBA(255,255,255,255));
+00062 <font class="keywordflow">for</font>(uint32 i=0;i&lt;<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++)
+00063 <a class="code" href="classNL3D_1_1CMaterial.html#z541_0">setTexture</a>((uint8)i ,NULL);
+00064 <a class="code" href="classNL3D_1_1CMaterial.html#z546_2">setZBias</a>(0);
+00065 <a class="code" href="classNL3D_1_1CMaterial.html#z546_0">setZFunc</a>(<a class="code" href="classNL3D_1_1CMaterial.html#s64s6">lessequal</a>);
+00066 <a class="code" href="classNL3D_1_1CMaterial.html#z546_1">setZWrite</a>(<font class="keyword">true</font>);
+00067 <a class="code" href="classNL3D_1_1CMaterial.html#z542_0">setBlend</a>(<font class="keyword">false</font>);
+00068 <a class="code" href="classNL3D_1_1CMaterial.html#z545_2">setAlphaTestThreshold</a>(0.5f);
+00069 }
+00070
+00071 <font class="comment">// ***************************************************************************</font>
+00072
+<a name="l00073"></a><a class="code" href="classNL3D_1_1CMaterial.html#z551_1">00073</a> <font class="keywordtype">void</font> CMaterial::initLighted()
+00074 {
+00075 <a class="code" href="classNL3D_1_1CMaterial.html#z551_0">initUnlit</a>();
+00076 <a class="code" href="classNL3D_1_1CMaterial.html#z547_1">setLighting</a>(<font class="keyword">true</font>);
+00077 }
+00078
+00079
+00080 <font class="comment">// ***************************************************************************</font>
+<a name="l00081"></a><a class="code" href="classNL3D_1_1CMaterial.html#z540_3">00081</a> CMaterial &amp;CMaterial::operator=(<font class="keyword">const</font> CMaterial &amp;mat)
+00082 {
+00083 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>= mat._ShaderType;
+00084 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a>= mat._Flags;
+00085 <a class="code" href="classNL3D_1_1CMaterial.html#o2">_SrcBlend</a>= mat._SrcBlend;
+00086 <a class="code" href="classNL3D_1_1CMaterial.html#o3">_DstBlend</a>= mat._DstBlend;
+00087 <a class="code" href="classNL3D_1_1CMaterial.html#o4">_ZFunction</a>= mat._ZFunction;
+00088 <a class="code" href="classNL3D_1_1CMaterial.html#o5">_ZBias</a>= mat._ZBias;
+00089 <a class="code" href="classNL3D_1_1CMaterial.html#o6">_Color</a>= mat._Color;
+00090 <a class="code" href="classNL3D_1_1CMaterial.html#o7">_Emissive</a>= mat._Emissive;
+00091 <a class="code" href="classNL3D_1_1CMaterial.html#o8">_Ambient</a>= mat._Ambient;
+00092 <a class="code" href="classNL3D_1_1CMaterial.html#o9">_Diffuse</a>= mat._Diffuse;
+00093 <a class="code" href="classNL3D_1_1CMaterial.html#o10">_Specular</a>= mat._Specular;
+00094 <a class="code" href="classNL3D_1_1CMaterial.html#o11">_Shininess</a>= mat._Shininess;
+00095 <a class="code" href="classNL3D_1_1CMaterial.html#o12">_AlphaTestThreshold</a>= mat._AlphaTestThreshold;
+00096
+00097 <font class="keywordflow">for</font>(uint32 i=0;i&lt;<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++)
+00098 {
+00099 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[i]= mat._Textures[i];
+00100 <a class="code" href="classNL3D_1_1CMaterial.html#m1">_TexEnvs</a>[i]= mat._TexEnvs[i];
+00101 <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[i] = mat._TexAddrMode[i];
+00102 }
+00103
+00104 <font class="comment">// copy lightmaps.</font>
+00105 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>= mat._LightMaps;
+00106
+00107 <font class="comment">// copy texture matrix if there.</font>
+00108 <font class="keywordflow">if</font> (mat._TexUserMat.get())
+00109 {
+00110 std::auto_ptr&lt;CUserTexMat&gt; texMatClone( <font class="keyword">new</font> CUserTexMat(*(mat._TexUserMat))); <font class="comment">// make cpy</font>
+00111 std::swap(texMatClone, <a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>); <font class="comment">// swap with old</font>
+00112 }
+00113 <font class="keywordflow">else</font>
+00114 {
+00115 <a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>.reset();
+00116 }
+00117
+00118 <font class="comment">// Must do not copy drv info.</font>
+00119
+00120 <font class="comment">// All states of material is modified.</font>
+00121 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>= <a class="code" href="namespaceNL3D.html#a109">IDRV_TOUCHED_ALL</a>;
+00122
+00123 <font class="keywordflow">return</font> *<font class="keyword">this</font>;
+00124 }
+00125
+00126
+00127 <font class="comment">// ***************************************************************************</font>
+<a name="l00128"></a><a class="code" href="classNL3D_1_1CMaterial.html#z540_2">00128</a> CMaterial::~CMaterial()
+00129 {
+00130 <font class="comment">// Must kill the drv mirror of this material.</font>
+00131 <a class="code" href="classNL3D_1_1CMaterial.html#m2">pShader</a>.kill();
+00132 }
+00133
+00134
+00135 <font class="comment">// ***************************************************************************</font>
+<a name="l00136"></a><a class="code" href="classNL3D_1_1CMaterial.html#a5">00136</a> <font class="keywordtype">void</font> CMaterial::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+00137 {
+00138 <font class="comment">/*</font>
+00139 <font class="comment"> Version 6:</font>
+00140 <font class="comment"> - Texture matrix animation</font>
+00141 <font class="comment"> Version 5:</font>
+00142 <font class="comment"> - AlphaTest threshold</font>
+00143 <font class="comment"> Version 4:</font>
+00144 <font class="comment"> - Texture Addressing modes</font>
+00145 <font class="comment"> Version 3:</font>
+00146 <font class="comment"> - LightMaps.</font>
+00147 <font class="comment"> Version 2:</font>
+00148 <font class="comment"> - Shininess.</font>
+00149 <font class="comment"> Version 1:</font>
+00150 <font class="comment"> - texture environement.</font>
+00151 <font class="comment"> Version 0:</font>
+00152 <font class="comment"> - base version.</font>
+00153 <font class="comment"> */</font>
+00154
+00155 sint ver= f.<a class="code" href="classNLMISC_1_1IStream.html#a29">serialVersion</a>(6);
+00156 <font class="comment">// For the version &lt;=1:</font>
+00157 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>==4);
+00158
+00159 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>);
+00160 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a>);
+00161 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o2">_SrcBlend</a>);
+00162 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o3">_DstBlend</a>);
+00163 f.<a class="code" href="classNLMISC_1_1IStream.html#a6">serialEnum</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o4">_ZFunction</a>);
+00164 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o5">_ZBias</a>);
+00165 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o6">_Color</a>);
+00166 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o7">_Emissive</a>, <a class="code" href="classNL3D_1_1CMaterial.html#o8">_Ambient</a>, <a class="code" href="classNL3D_1_1CMaterial.html#o9">_Diffuse</a>, <a class="code" href="classNL3D_1_1CMaterial.html#o10">_Specular</a>);
+00167 <font class="keywordflow">if</font>(ver&gt;=2)
+00168 {
+00169 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o11">_Shininess</a>);
+00170 }
+00171 <font class="keywordflow">if</font>(ver&gt;=5)
+00172 {
+00173 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o12">_AlphaTestThreshold</a>);
+00174 }
+00175
+00176
+00177 <font class="keywordflow">for</font>(uint32 i=0;i&lt;<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++)
+00178 {
+00179 <font class="comment">// Serial texture descriptor.</font>
+00180 ITexture* text;
+00181 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+00182 {
+00183 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text);
+00184 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[i]= text;
+00185 }
+00186 <font class="keywordflow">else</font>
+00187 {
+00188 text= <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[i];
+00189 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text);
+00190 }
+00191
+00192 <font class="comment">// Read texture environnement, or setup them.</font>
+00193 <font class="keywordflow">if</font>(ver&gt;=1)
+00194 {
+00195 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#m1">_TexEnvs</a>[i]);
+00196 }
+00197 <font class="keywordflow">else</font>
+00198 {
+00199 <font class="comment">// Else setup as default behavior, like before...</font>
+00200 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+00201 <a class="code" href="classNL3D_1_1CMaterial.html#m1">_TexEnvs</a>[i].<a class="code" href="structNL3D_1_1CMaterial_1_1CTexEnv.html#a0">setDefault</a>();
+00202 }
+00203 }
+00204
+00205 <font class="keywordflow">if</font>(ver&gt;=3)
+00206 {
+00207 f.<a class="code" href="classNLMISC_1_1IStream.html#a7">serialCont</a>(<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>);
+00208 }
+00209
+00210 <font class="keywordflow">if</font> (ver &gt;= 4)
+00211 {
+00212 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>)
+00213 {
+00214 <font class="keywordflow">for</font>(uint32 i=0;i&lt;<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;i++)
+00215 {
+00216 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[i]);
+00217 }
+00218 }
+00219 }
+00220
+00221 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+00222 {
+00223 <font class="comment">// Converte Deprecated DEFMAT to std Mat.</font>
+00224 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a116">IDRV_MAT_DEFMAT</a>)
+00225 {
+00226 <a class="code" href="classNL3D_1_1CMaterial.html#z547_2">setEmissive</a>(CRGBA::Black);
+00227 <a class="code" href="classNL3D_1_1CMaterial.html#z547_3">setAmbient</a>(CRGBA::White);
+00228 <a class="code" href="classNL3D_1_1CMaterial.html#z547_4">setDiffuse</a>(CRGBA::White);
+00229 <a class="code" href="classNL3D_1_1CMaterial.html#z547_6">setSpecular</a>(CRGBA::Black);
+00230 }
+00231
+00232 <font class="comment">// All states of material are modified.</font>
+00233 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>= <a class="code" href="namespaceNL3D.html#a109">IDRV_TOUCHED_ALL</a>;
+00234
+00235 <font class="keywordflow">if</font> ((<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a>)) <font class="comment">// are there user textrue coordinates matrix ?</font>
+00236 {
+00237 std::auto_ptr&lt;CUserTexMat&gt; newPtr(<font class="keyword">new</font> CUserTexMat); <font class="comment">// create new </font>
+00238 std::swap(<a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>, newPtr); <font class="comment">// replace old</font>
+00239 }
+00240 }
+00241
+00242 <font class="keywordflow">if</font> (ver &gt;= 6)
+00243 {
+00244 <font class="keywordflow">for</font>(uint i=0; i &lt; <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; ++i)
+00245 {
+00246 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#z548_13">isUserTexMatEnabled</a>(i))
+00247 {
+00248 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>-&gt;TexMat[i]);
+00249 }
+00250 }
+00251 }
+00252
+00253 }
+00254
+00255
+00256 <font class="comment">// ***************************************************************************</font>
+<a name="l00257"></a><a class="code" href="classNL3D_1_1CMaterial.html#a0">00257</a> <font class="keywordtype">void</font> CMaterial::setShader(TShader val)
+00258 {
+00259 <font class="comment">// First, reset all textures.</font>
+00260 uint nTexts= <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>;
+00261 <font class="comment">// If user color or lightmap, set only the 1st.</font>
+00262 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==<a class="code" href="classNL3D_1_1CMaterial.html#s66s24">LightMap</a> || <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==<a class="code" href="classNL3D_1_1CMaterial.html#s66s23">UserColor</a>)
+00263 nTexts=1;
+00264 <font class="comment">// reset all needed</font>
+00265 <font class="keywordflow">for</font>(uint i=0;i&lt;nTexts;i++)
+00266 <a class="code" href="classNL3D_1_1CMaterial.html#z541_0">setTexture</a>(i ,NULL);
+00267
+00268 <font class="comment">// If userColor, use TexEnv caps (we got it, so use it :) ).</font>
+00269 <font class="keywordflow">if</font>(val== CMaterial::UserColor)
+00270 {
+00271 <font class="comment">// force normal, to setup TexEnvMode correclty. </font>
+00272 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>=CMaterial::Normal;
+00273
+00274 <font class="comment">// First stage, interpolate Constant and texture with Alpha of texture.</font>
+00275 <a class="code" href="classNL3D_1_1CMaterial.html#z548_0">texEnvOpRGB</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s35">InterpolateTexture</a>);
+00276 <a class="code" href="classNL3D_1_1CMaterial.html#z548_1">texEnvArg0RGB</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s40">Texture</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>);
+00277 <a class="code" href="classNL3D_1_1CMaterial.html#z548_2">texEnvArg1RGB</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s43">Constant</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>);
+00278 <font class="comment">// And just use Alpha Diffuse.</font>
+00279 <a class="code" href="classNL3D_1_1CMaterial.html#z548_3">texEnvOpAlpha</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s31">Replace</a>);
+00280 <a class="code" href="classNL3D_1_1CMaterial.html#z548_4">texEnvArg0Alpha</a>(0, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s41">Previous</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s46">SrcAlpha</a>);
+00281
+00282 <font class="comment">// Second stage, modulate result with diffuse color.</font>
+00283 <a class="code" href="classNL3D_1_1CMaterial.html#z548_0">texEnvOpRGB</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s32">Modulate</a>);
+00284 <a class="code" href="classNL3D_1_1CMaterial.html#z548_1">texEnvArg0RGB</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s41">Previous</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>);
+00285 <a class="code" href="classNL3D_1_1CMaterial.html#z548_2">texEnvArg1RGB</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s42">Diffuse</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s44">SrcColor</a>);
+00286 <font class="comment">// And just use Alpha Diffuse.</font>
+00287 <a class="code" href="classNL3D_1_1CMaterial.html#z548_3">texEnvOpAlpha</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_0s31">Replace</a>);
+00288 <a class="code" href="classNL3D_1_1CMaterial.html#z548_4">texEnvArg0Alpha</a>(1, <a class="code" href="classNL3D_1_1CMaterial.html#z538_1s41">Previous</a>, <a class="code" href="classNL3D_1_1CMaterial.html#z538_2s46">SrcAlpha</a>);
+00289 }
+00290
+00291 <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>= val;
+00292 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a97">IDRV_TOUCHED_SHADER</a>;
+00293 }
+00294
+00295
+00296 <font class="comment">// ***************************************************************************</font>
+<a name="l00297"></a><a class="code" href="classNL3D_1_1CMaterial.html#z541_0">00297</a> <font class="keywordtype">void</font> CMaterial::setTexture(uint8 n, ITexture* ptex)
+00298 {
+00299 <a class="code" href="debug_8h.html#a6">nlassert</a>(n&lt;<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>);
+00300
+00301 <font class="comment">// User Color material?</font>
+00302 <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>== CMaterial::UserColor)
+00303 {
+00304 <font class="comment">// user color. Only texture 0 can be set.</font>
+00305 <a class="code" href="debug_8h.html#a6">nlassert</a>( n==0 );
+00306
+00307 <font class="comment">// Affect the 2 first textures.</font>
+00308 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[0]=ptex;
+00309 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[1]=ptex;
+00310 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[0];
+00311 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[1];
+00312 }
+00313 <font class="keywordflow">else</font> <font class="keywordflow">if</font>( <a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>== CMaterial::LightMap)
+00314 {
+00315 <font class="comment">// Only texture 0 can be set.</font>
+00316 <a class="code" href="debug_8h.html#a6">nlassert</a>( n==0 );
+00317 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[n]=ptex;
+00318 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[n];
+00319 }
+00320 <font class="comment">// Normal material?</font>
+00321 <font class="keywordflow">else</font>
+00322 {
+00323 <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[n]=ptex;
+00324 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a>[n];
+00325 }
+00326 }
+00327
+00328
+00329 <font class="comment">// ***************************************************************************</font>
+<a name="l00330"></a><a class="code" href="classNL3D_1_1CMaterial.html#a4">00330</a> <font class="keywordtype">void</font> CMaterial::flushTextures (IDriver &amp;driver)
+00331 {
+00332 <font class="comment">// For each textures</font>
+00333 <font class="keywordflow">for</font> (uint tex=0; tex&lt;<a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; tex++)
+00334 {
+00335 <font class="comment">// Texture exist ?</font>
+00336 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[tex])
+00337 {
+00338 <font class="comment">// Force setup texture</font>
+00339 driver.setupTexture (*<a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[tex]);
+00340 }
+00341 }
+00342
+00343 <font class="comment">// If Lightmap material</font>
+00344 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==<a class="code" href="classNL3D_1_1CMaterial.html#s66s24">LightMap</a>)
+00345 {
+00346 <font class="comment">// For each lightmap</font>
+00347 <font class="keywordflow">for</font> (uint lmap=0; lmap&lt;<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size(); lmap++)
+00348 {
+00349 <font class="comment">// Texture exist?</font>
+00350 <font class="keywordflow">if</font>(<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmap].Texture)
+00351 {
+00352 <font class="comment">// Force setup texture</font>
+00353 driver.setupTexture (*<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmap].<a class="code" href="classNL3D_1_1CMaterial.html#z538_1s40">Texture</a>);
+00354 }
+00355 }
+00356 }
+00357
+00358 }
+00359
+00360
+00361 <font class="comment">// ***************************************************************************</font>
+<a name="l00362"></a><a class="code" href="classNL3D_1_1CMaterial.html#z550_0">00362</a> <font class="keywordtype">void</font> CMaterial::setLightMap(uint lmapId, ITexture *lmap)
+00363 {
+00364 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==CMaterial::LightMap);
+00365 <font class="keywordflow">if</font>(lmapId&gt;=<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size())
+00366 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.resize(lmapId+1);
+00367 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmapId].Texture= lmap;
+00368
+00369 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a105">IDRV_TOUCHED_LIGHTMAP</a>;
+00370 }
+00371
+00372 <font class="comment">// ***************************************************************************</font>
+<a name="l00373"></a><a class="code" href="classNL3D_1_1CMaterial.html#z550_1">00373</a> ITexture *CMaterial::getLightMap(uint lmapId)<font class="keyword"> const</font>
+00374 <font class="keyword"></font>{
+00375 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==CMaterial::LightMap);
+00376 <font class="keywordflow">if</font>(lmapId&lt;<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size())
+00377 <font class="keywordflow">return</font> <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmapId].Texture;
+00378 <font class="keywordflow">else</font>
+00379 <font class="keywordflow">return</font> NULL;
+00380 }
+00381
+00382 <font class="comment">// ***************************************************************************</font>
+<a name="l00383"></a><a class="code" href="classNL3D_1_1CMaterial.html#z550_2">00383</a> <font class="keywordtype">void</font> CMaterial::setLightMapFactor(uint lmapId, CRGBA factor)
+00384 {
+00385 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o0">_ShaderType</a>==CMaterial::LightMap)
+00386 {
+00387 <font class="keywordflow">if</font>(lmapId&gt;=<a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.size())
+00388 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>.resize(lmapId+1);
+00389 <a class="code" href="classNL3D_1_1CMaterial.html#m3">_LightMaps</a>[lmapId].Factor= factor;
+00390
+00391 <a class="code" href="classNL3D_1_1CMaterial.html#o13">_Touched</a>|=<a class="code" href="namespaceNL3D.html#a105">IDRV_TOUCHED_LIGHTMAP</a>;
+00392 }
+00393 }
+00394
+00395
+00396 <font class="comment">// ***************************************************************************</font>
+<a name="l00397"></a><a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#a1">00397</a> <font class="keywordtype">void</font> CMaterial::CLightMap::serial(<a class="code" href="classNLMISC_1_1IStream.html">NLMISC::IStream</a> &amp;f)
+00398 {
+00399 f.<a class="code" href="classNLMISC_1_1IStream.html#a5">serial</a>(<a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#m1">Factor</a>);
+00400 <font class="comment">// Serial texture descriptor.</font>
+00401 ITexture* text= NULL;
+00402 <font class="keywordflow">if</font>(f.<a class="code" href="classNLMISC_1_1IStream.html#a4">isReading</a>())
+00403 {
+00404 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text);
+00405 <a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#m0">Texture</a>= text;
+00406 }
+00407 <font class="keywordflow">else</font>
+00408 {
+00409 text= <a class="code" href="structNL3D_1_1CMaterial_1_1CLightMap.html#m0">Texture</a>;
+00410 f.<a class="code" href="classNLMISC_1_1IStream.html#a28">serialPolyPtr</a>(text);
+00411 }
+00412 }
+00413
+00414
+00415
+00416 <font class="comment">// ***************************************************************************</font>
+<a name="l00417"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_0">00417</a> <font class="keywordtype">void</font> CMaterial::enableTexAddrMode(<font class="keywordtype">bool</font> enable <font class="comment">/*= true*/</font>)
+00418 {
+00419 <font class="keywordflow">if</font> (enable)
+00420 {
+00421 <font class="keywordflow">if</font> (!(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>))
+00422 {
+00423 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> |= <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>;
+00424 <font class="keywordflow">for</font> (uint32 k = 0; k &lt; <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; ++k)
+00425 {
+00426 <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[k] = (uint8) <a class="code" href="classNL3D_1_1CMaterial.html#z539_0s49">FetchTexture</a>;
+00427 }
+00428 }
+00429 }
+00430 <font class="keywordflow">else</font>
+00431 {
+00432 <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp;= ~<a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>;
+00433 }
+00434 }
+00435
+00436 <font class="comment">// ***************************************************************************</font>
+<a name="l00437"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_1">00437</a> <font class="keywordtype">bool</font> CMaterial::texAddrEnabled()<font class="keyword"> const</font>
+00438 <font class="keyword"></font>{
+00439 <font class="keywordflow">return</font>( <a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>) != 0;
+00440 }
+00441
+00442 <font class="comment">// ***************************************************************************</font>
+<a name="l00443"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_2">00443</a> <font class="keywordtype">void</font> CMaterial::setTexAddressingMode(uint8 stage, TTexAddressingMode mode)
+00444 {
+00445 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>);
+00446 <a class="code" href="debug_8h.html#a6">nlassert</a>(stage &lt; <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>);
+00447 <a class="code" href="debug_8h.html#a6">nlassert</a>(mode &lt; <a class="code" href="classNL3D_1_1CMaterial.html#z539_0s63">TexAddrCount</a>);
+00448 <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[stage] = (uint8) mode;
+00449 }
+00450
+00451
+00452 <font class="comment">// ***************************************************************************</font>
+<a name="l00453"></a><a class="code" href="classNL3D_1_1CMaterial.html#z543_3">00453</a> CMaterial::TTexAddressingMode CMaterial::getTexAddressingMode(uint8 stage)
+00454 {
+00455 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#o1">_Flags</a> &amp; <a class="code" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a>);
+00456 <a class="code" href="debug_8h.html#a6">nlassert</a>(stage &lt; <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>);
+00457 <font class="keywordflow">return</font> (TTexAddressingMode) <a class="code" href="classNL3D_1_1CMaterial.html#m0">_TexAddrMode</a>[stage];
+00458 }
+00459
+00460 <font class="comment">// ***************************************************************************</font>
+<a name="l00461"></a><a class="code" href="classNL3D_1_1CMaterial.html#z548_16">00461</a> <font class="keywordtype">void</font> CMaterial::decompUserTexMat(uint stage, <font class="keywordtype">float</font> &amp;uTrans, <font class="keywordtype">float</font> &amp;vTrans, <font class="keywordtype">float</font> &amp;wRot, <font class="keywordtype">float</font> &amp;uScale, <font class="keywordtype">float</font> &amp;vScale)
+00462 {
+00463 <a class="code" href="debug_8h.html#a6">nlassert</a>(stage &lt; <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>);
+00464 <a class="code" href="debug_8h.html#a6">nlassert</a>(<a class="code" href="classNL3D_1_1CMaterial.html#z548_13">isUserTexMatEnabled</a>(stage)); <font class="comment">// must activate animated texture matrix for this stage</font>
+00465 <font class="keyword">const</font> <a class="code" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> texMat = <a class="code" href="classNL3D_1_1CMaterial.html#o15">_TexUserMat</a>-&gt;TexMat[stage];
+00466 uTrans = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_4">getPos</a>().x;
+00467 vTrans = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_4">getPos</a>().y;
+00469 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> i = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_7">getI</a>();
+00470 <a class="code" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> j = texMat.<a class="code" href="classNLMISC_1_1CMatrix.html#z291_8">getJ</a>();
+00471 <font class="keywordtype">float</font> normI = i.<a class="code" href="classNLMISC_1_1CVector.html#z331_2">norm</a>();
+00472 <font class="keywordtype">float</font> normJ = i.<a class="code" href="classNLMISC_1_1CVector.html#z331_2">norm</a>();
+00473 i /= normI;
+00474 j /= normJ;
+00475 <font class="keywordtype">float</font> angle = ::acosf(i.<a class="code" href="classNLMISC_1_1CVector.html#m0">x</a>);
+00476 <font class="keywordflow">if</font> (i.<a class="code" href="classNLMISC_1_1CVector.html#m1">y</a> &lt; 0)
+00477 {
+00478 angle = 2.f * (float) NLMISC::Pi - angle;
+00479 }
+00480 wRot = angle;
+00481 uScale = normI;
+00482 vScale = normJ;
+00483 }
+00484
+00485 <font class="comment">// ***************************************************************************</font>
+<a name="l00486"></a><a class="code" href="classNL3D_1_1CMaterial.html#z552_0">00486</a> <font class="keywordtype">void</font> CMaterial::selectTextureSet(uint <a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>)
+00487 {
+00488 <font class="keywordflow">for</font> (uint k = 0; k &lt; <a class="code" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>; ++k)
+00489 {
+00490 <font class="keywordflow">if</font> (<a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[k] != NULL) <a class="code" href="classNL3D_1_1CMaterial.html#o16">_Textures</a>[k]-&gt;selectTexture(<a class="code" href="driver__opengl__extension__def_8h.html#a358">index</a>);
+00491 }
+00492 }
+00493
+00494 }
+00495
+</pre></div>
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