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- package min3d.vos;
- import java.util.ArrayList;
- import javax.microedition.khronos.opengles.GL10;
- /**
- * Contains the properties of a texture which can be assigned to an object.
- * An object can be assigned multiple TextureVo's by adding them to
- * the Object3d's TextureList (usually up to just 2 w/ current Android hardware).
- *
- * The "textureEnvs" ArrayList defines what texture environment commands
- * will be sent to OpenGL for the texture. Typically, this needs to hold
- * just one TextureEnvVo, but can hold an arbitrary number, for more
- * complex 'layering' operations.
- *
- * TODO: Allow for adding glTexEnvf commands (float instead of int)
- *
- * TODO: Ability to assign arbitrary UV lists per-TextureVo? (Non-trivial...)
- */
- public class TextureVo
- {
- /**
- * The texureId in the TextureManager that corresponds to an uploaded Bitmap
- */
- public String textureId;
-
- /**
- * Determines if U and V ("S" and "T" in OpenGL parlance) repeat, or are 'clamped'
- * (Defaults to true, matching OpenGL's default setting)
- */
- public boolean repeatU = true;
- public boolean repeatV = true;
- /**
- * The U/V offsets for the texture (rem, normal range of U and V are 0 to 1)
- */
- public float offsetU = 0;
- public float offsetV = 0;
-
- /**
- * A list of TexEnvVo's that define how texture is composited in the output_mkv.
- * Normally contains just one element.
- */
- public ArrayList<TexEnvxVo> textureEnvs;
- //
-
- public TextureVo(String $textureId, ArrayList<TexEnvxVo> $textureEnvVo)
- {
- textureId = $textureId;
- textureEnvs = $textureEnvVo;
- }
-
- public TextureVo(String $textureId)
- {
- textureId = $textureId;
- textureEnvs = new ArrayList<TexEnvxVo>();
- textureEnvs.add( new TexEnvxVo());
- }
- }
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