The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit.
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#include <Shader.hpp>
List of all members.
Detailed Description
The TextureMatrix class uses a 4x4 matrix to transform the texture coordinates of a texture unit.
- See also:
- Shader, TextureUnit, Texture, TexGen, TexParameter, Effect, Actor
Constructor & Destructor Documentation
| vl::TextureMatrix::TextureMatrix |
( |
int |
texunit ) |
[inline] |
Member Function Documentation
| virtual const char* vl::TextureMatrix::className |
( |
) |
[inline, virtual] |
| virtual ERenderState vl::TextureMatrix::type |
( |
) |
const [inline, virtual] |
The parameter cameara is NULL if we are disabling the state, non-NULL if we are enabling it.
Implements vl::RenderState.
| const mat4& vl::TextureMatrix::matrix |
( |
) |
const [inline] |
| void vl::TextureMatrix::setUseCameraRotationInverse |
( |
bool |
use ) |
[inline] |
Set this to true when you want your cubemap to appear in world space rather than eye space.
When setUseCameraRotationInverse() is true the texture matrix is computed as:
This way matrix() represents the transform of the texture in world coordinates, for example if you want to reorient your cubemap in world space or when you want to rotate the direction of one or more highlights prerendered in a cubemap.
| bool vl::TextureMatrix::useCameraRotationInverse |
( |
) |
const [inline] |
Member Data Documentation
The documentation for this class was generated from the following files:
- C:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vl/Shader.hpp
- C:/VL/BuildSystem/VL_DISTRO/Visualization_Library_SDK/src/vl/Shader.cpp