/** * $Id:$ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * The contents of this file may be used under the terms of either the GNU * General Public License Version 2 or later (the "GPL", see * http://www.gnu.org/licenses/gpl.html ), or the Blender License 1.0 or * later (the "BL", see http://www.blender.org/BL/ ) which has to be * bought from the Blender Foundation to become active, in which case the * above mentioned GPL option does not apply. * * The Original Code is Copyright (C) 2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ /* * texture_ext.h * * Version: $Id: texture.h,v 1.4 2000/09/13 12:33:50 nzc Exp $ */ #ifndef TEXTURE_EXT_H #define TEXTURE_EXT_H "$Id: texture.h,v 1.4 2000/09/13 12:33:50 nzc Exp $" /* no types!!! */ /* #include "texture_types.h" */ /** * Takes uv coordinates (R.uv[], O.dxuv, O.dyuv), find texture colour * at that spot (using imagewrap()). * Result is kept in R.vcol (float vector 3) */ void render_realtime_texture(); /** * Do texture mapping for materials. Communicates with R.... variables. */ void do_material_tex(void); /* unsorted */ int blend(Tex *tex, float *texvec); int clouds(Tex *tex, float *texvec); int cubemap(MTex *mtex, float x, float y, float z, float *adr1, float *adr2); int cubemap_glob(MTex *mtex, float x, float y, float z, float *adr1, float *adr2); int cubemap_ob(MTex *mtex, float x, float y, float z, float *adr1, float *adr2); void do_2d_mapping(MTex *mtex, float *t, float *dxt, float *dyt); void do_halo_tex(HaloRen *har, float xn, float yn, float *colf); void do_lamp_tex(LampRen *la, float *lavec); void do_sky_tex(void); int magic(Tex *tex, float *texvec); int marble(Tex *tex, float *texvec); int multitex(Tex *tex, float *texvec, float *dxt, float *dyt); int plugintex(Tex *tex, float *texvec, float *dxt, float *dyt); int stucci(Tex *tex, float *texvec); int texnoise(Tex *tex); int wood(Tex *tex, float *texvec); #endif /* TEXTURE_EXT_H */