OpenGLPrakt --> cObject --> cMaterial --> cTextureMaterial --> cEnvTextureMaterial
a class for representation of an OpenGL texture material with environment mapping
It's only slightly different to cTextureMaterial.
cEnvTextureMaterial
cEnvTextureMaterial
cEnvTextureMaterial
cEnvTextureMaterial
cEnvTextureMaterial
~cEnvTextureMaterial
mOldSMode
mOldSState
mOldTMode
mOldTState
EndMaterialUse
GetDefaultName
Init
StartMaterialUse
public cEnvTextureMaterial ( const char * name = NULL ) ;
default constructor
| name | optional name of object |
public cEnvTextureMaterial ( const cADSEColor & color = cADSEColor ( ) ,
const int shininess = 0 ,
const char * name = NULL ) ;
constructor with initialization
| color | material's color (cADSEColor object) |
| shininess | how shiny is the surface (0..128) |
| name | optional name of object |
public cEnvTextureMaterial ( const char * texture ,
const cADSEColor & color ,
const int shininess ,
const char * name = NULL ) ;
constructor with initialization
| texture | file name of texture to load The texture is loaded by Init(). Only JPEG files are supported. |
| color | material's color (cADSEColor object) |
| shininess | how shiny is the surface (0..128) |
| name | optional name of object |
public cEnvTextureMaterial ( const char * texture ,
bool usemipmaps ,
const cADSEColor & color ,
const int shininess ,
const char * name = NULL ) ;
constructor with initialization
| texture | file name of texture to load The texture is loaded by Init(). Only JPEG files are supported. |
| usemipmaps | enable mipmapping? |
| color | material's color (cADSEColor object) |
| shininess | how shiny is the surface (0..128) |
| name | optional name of object |
public cEnvTextureMaterial ( const cEnvTextureMaterial & ctm ) ;
copy constructor - important!
public virtual ~ cEnvTextureMaterial ( ) ;
destructor
protected GLint mOldSMode
protected GLint mOldTMode
protected GLboolean mOldSState
protected GLboolean mOldTState
public virtual int Init ( ) ;
initialization: loads texture
public virtual void StartMaterialUse ( ) ;
start using the material's properties
This is only neccessary to embed a cMaterial into a cVisibleObject. We cannot use Activate() there since it will call cObject::Activate() which in turn calls Deactivate() so the material settings are undone before the object gets drawn.
public virtual void EndMaterialUse ( ) ;
end using the material's properties
protected virtual const char * GetDefaultName ( ) const ;
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