Unit CastleMaterialProperties
Description
Material and texture properties from external files (TMaterialProperty, global MaterialProperties collection).
Uses
- Classes
- DOM
- Generics.Collections
- CastleUtils
- CastleClassUtils
- CastleSoundEngine
- CastleStringUtils
- CastleImages
- CastleFindFiles
- CastleInternalAutoGenerated
Overview
Classes, Interfaces, Objects and Records
| Name | Description |
|---|---|
Class TMaterialProperty |
Information for a particular material. |
Class TTextureCompressionsToGenerate |
|
Class TMaterialProperties |
Store information that is naturally associated with a given material or texture in an external file. |
Functions and Procedures
function MaterialProperties: TMaterialProperties; |
Types
TCompressionsMap = specialize TDictionary<TTextureCompression, TCastlePlatforms>; |
Variables
TextureLoadingScale: Cardinal = 1; |
Description
Functions and Procedures
function MaterialProperties: TMaterialProperties; |
|
Material and texture properties, see TMaterialProperties. Set the URL property to load material properties from XML file. |
Types
TCompressionsMap = specialize TDictionary<TTextureCompression, TCastlePlatforms>; |
Variables
TextureLoadingScale: Cardinal = 1; |
|
Use the auto-generated alternative downscaled images. This allows to conserve both GPU memory and loading time by using a downscaled images versions. The subset of your images which are affected by this must be declared inside the material_properties.xml file, which is loaded to MaterialProperties. And the image files must be prepared earlier by the build tool call Each size (width, height, and (for 3D images) depth) is scaled by 1 / 2ˆ This mechanism will not automatically downscale textures at runtime. If the downscaled texture version should exist, according to the material_properties.xml file, but it doesn't, then texture loading will simply fail. If you want to scale the texture at runtime, use the similar GLTextureScale instead. This mechanism is independent from GLTextureScale:
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