Libraries.Game.Graphics.TextureAttribute Documentation
Inherits from: Libraries.Game.Graphics.Attribute, Libraries.Language.Object
Summary
Variable Summary Table
Variables | Description |
---|---|
integer SPECULAR | |
text NORMAL_ALIAS | |
text SPECULAR_ALIAS | |
text DIFFUSE_ALIAS | |
integer REFLECTION | |
integer NORMAL | |
text BUMP_ALIAS | |
number scaleV | The index of the texture coordinate vertex attribute to use for this TextureAttribute. Whether this value is used, depends on the shader and Attribute type value. For basic (model specific) types (e.g. Diffuse, Normal, etc.), this value is usually ignored and the first texture coordinate vertex attribute is used. |
integer EMISSIVE | |
number offsetV | |
number scaleU | |
integer AMBIENT | |
number offsetU | |
text REFLECTION_ALIAS | |
text AMBIENT_ALIAS | |
text EMISSIVE_ALIAS | |
integer BITMASK | |
integer DIFFUSE | |
integer BUMP | |
Libraries.Game.Graphics.TextureDescriptor descriptor | |
integer uvIndex | The index of the texture coordinate vertex attribute to use for this TextureAttribute. Whether this value is used, depends on the shader and Attribute type value. For basic (model specific) types (e.g. Diffuse, Normal, etc.), this value is usually ignored and the first texture coordinate vertex attribute is used. |
Actions Summary Table
Actions Documentation
Compare(Libraries.Language.Object object)
This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.
Example Code
Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)
Parameters
- Libraries.Language.Object: The object to compare to.
Return
integer: The Compare result, Smaller, Equal, or Larger.
Copy()
Return
Libraries.Game.Graphics.Attribute
CreateAmbient(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateAmbient(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateBump(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateBump(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateDiffuse(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateDiffuse(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateEmissive(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateEmissive(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateNormal(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateNormal(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateReflection(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateReflection(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateSpecular(Libraries.Game.Graphics.TextureDescriptor texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
CreateSpecular(Libraries.Game.Graphics.Texture texture)
Parameters
Return
Libraries.Game.Graphics.TextureAttribute
Equals(Libraries.Game.Graphics.Attribute other)
This action will test to see if two Attributes are of the same type. Note that it will not test if the contents of the Attributes are the same.
Example Code
use Libraries.Game.Game
use Libraries.Game.Graphics.ColorAttribute
use Libraries.Game.Graphics.Attribute
use Libraries.Game.Graphics.Color
class Main is Game
action Main
StartGame()
end
action CreateGame
Color color
// Using the ColorAttribute class, which inherits from Attribute.
ColorAttribute attribute1
attribute1:SetAttribute(attribute1:GetDiffuseValue(), color:Green())
Attribute attribute2 = attribute1:Copy()
output "attribute1 = attribute2 is " + attribute1:Equals(attribute2)
end
end
Parameters
- Libraries.Game.Graphics.Attribute: The Attribute to compare against.
Return
boolean: Whether or not the two attributes are of the same type.
Equals(Libraries.Language.Object object)
This action determines if the given object is equal to this Attribute.
Parameters
- Libraries.Language.Object: The object to be compared.
Return
boolean: True if the object is an Attribute with the same type, otherwise it returns false.
GetAmbientValue()
This action returns the integer value representing an Ambient TextureAttribute.
Return
integer:
GetAttributeAlias(integer type)
GetAttributeAlias will take an integer code for a particular type of Attribute and return a text alias representing that type. Each class that inherits from Attribute will contain a series of actions that will return an integer code for a given type. The contents of this Attribute are not considered during this action, and can be ignored.
Example Code
use Libraries.Game.Game
use Libraries.Game.Graphics.TextureAttribute
class Main is Game
action Main
StartGame()
end
action CreateGame
// Using the TextureAttribute class, which inherits from Attribute.
TextureAttribute attribute
text alias = attribute:GetAttributeAlias(attribute:GetDiffuseValue())
output "The alias for a diffuse TextureAttribute is " + alias
end
end
Parameters
- integer type: An integer code describing an Attribute type.
Return
text: A text alias representing the described Attribute type.
GetAttributeMask()
This action returns the sum of all supported value types for a TextureAttribute.
Return
integer:
GetAttributeType(text alias)
GetAttributeType will take a text alias for a particular type of Attribute and return an integer code representing that type. Each class that inherits from Attribute will contain a series of public constant text fields that contain an alias for a given type. The contents of this Attribute are not considered during this action, and can be ignored.
Example Code
use Libraries.Game.Game
use Libraries.Game.Graphics.TextureAttribute
class Main is Game
action Main
StartGame()
end
action CreateGame
// Using the TextureAttribute class, which inherits from Attribute.
TextureAttribute attribute
integer code = attribute:GetAttributeType(attribute:DIFFUSE_ALIAS)
output "The type code for a diffuse TextureAttribute is " + code
end
end
Parameters
- text alias: A text alias describing an Attribute type.
Return
integer: An integer code representing the described Attribute type.
GetBumpValue()
This action returns the integer value representing a Bump TextureAttribute.
Return
integer:
GetDiffuseValue()
This action returns the integer value representing a Diffuse TextureAttribute.
Return
integer:
GetEmissiveValue()
This action returns the integer value representing an Emissive TextureAttribute.
Return
integer:
GetHashCode()
This action gets the hash code for an object.
Example Code
Object o
integer hash = o:GetHashCode()
Return
integer: The integer hash code of the object.
GetNormalValue()
This action returns the integer value representing a Normal TextureAttribute.
Return
integer:
GetReflectionValue()
This action returns the integer value representing a reflection TextureAttribute.
Return
integer:
GetSpecularValue()
This action returns the integer value representing a Specular TextureAttribute.
Return
integer:
GetType()
This action returns an integer code representing what type is stored in this Attribute. This can be compared against results from the GetAttributeType(text) action to more precisely determine what the meaning behind the code is.
Return
integer: An integer code representing this Attribute's type.
HashCode()
This action will return a hash code that identifies an Attribute by its type.
Example Code
use Libraries.Game.Game
use Libraries.Game.Graphics.ColorAttribute
use Libraries.Game.Graphics.Attribute
use Libraries.Game.Graphics.Color
class Main is Game
action Main
StartGame()
end
action CreateGame
// Using the ColorAttribute class, which inherits from Attribute.
ColorAttribute attribute
Color green
green:SetColor(0, 1, 0, 1)
attribute:SetAttribute(attribute:GetDiffuseValue(), green)
output "The hash code for the attribute is " + attribute:GetHashCode()
end
end
Return
integer:
SetAttribute(integer setType, Libraries.Game.Graphics.TextureDescriptor description, number offU, number offV, number sU, number sV)
Parameters
SetAttribute(integer setType, Libraries.Game.Graphics.Texture texture)
Parameters
SetAttribute(integer setType, Libraries.Game.Graphics.TextureDescriptor description)
Parameters
SetAttribute(integer setType)
SetAttribute will set data used by this Attribute. Note that most classes which inherit from Attribute will have their own implementations of SetAttribute which may require different parameters - e.g., to use SetAttribute in the ColorAttribute class, it requires both an integer type, but also a color. Most users should not use this action directly.
Parameters
- integer setType: The type to set this Attribute to.
SupportsAttribute(integer type)
This aciton will test if the given integer value represents a supported attribute type for a TextureAttribute.
Parameters
Return
boolean: