r3mpbitm
real/code/r3mpbitm.h
r3code
Bitmap shader class. This shader can be used for defining material properties, such as color, using bit maps, such as JPEG, BMP, etc.
r3Matprop
R3CLID_MATPROP
r3Mpbitmap
R3CLID_MPBITMAP - 586
BaseIndex, TileAnimation, FlipAnimation, ReverseAnimation, Image, NumFrames, FormatType, FormatDigits, Format, AnimationType, BindingObject, ImageName, ImageIndex, TextureAnimation, RealName, OpenSilently, RenderAlways,
int R3RegisterMPBitmapClass(R3APP *app);
R3MPBMM_AUTOINDEXRANGE
AUTOINDEXRANGE
R3MPBMM_AUTOINDEXRANGE
R3BOOL, FALSE if no indices detected
rc = obj.AUTOINDEXRANGE();
Scans the folder of the current image name and initializes R3MPBMA_BaseIndex and R3MPBMA_NumFrames if an indexed sequence is detected
BaseIndex
BaseIndex
R3MPBMA_BaseIndex
Integer
R3INT
base index for texture animation
jsobj.SetBaseIndex(value);
value = jsobj.GetBaseIndex();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_BaseIndex, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_BaseIndex, &value, R3TAG_END);
TileAnimation
TileAnimation
R3MPBMA_TileAnimation
Boolean
R3BOOL
tile animation to be used as a texture map
jsobj.SetTileAnimation(value);
value = jsobj.GetTileAnimation();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPBMA_TileAnimation, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPBMA_TileAnimation, &value, R3TAG_END);
FlipAnimation
FlipAnimation
R3MPBMA_FlipAnimation
Boolean
R3BOOL
if tiling, flip every odd sequence
jsobj.SetFlipAnimation(value);
value = jsobj.GetFlipAnimation();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPBMA_FlipAnimation, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPBMA_FlipAnimation, &value, R3TAG_END);
ReverseAnimation
ReverseAnimation
R3MPBMA_ReverseAnimation
Boolean
R3BOOL
play texture animation in reversed order
jsobj.SetReverseAnimation(value);
value = jsobj.GetReverseAnimation();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPBMA_ReverseAnimation, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPBMA_ReverseAnimation, &value, R3TAG_END);
Image
Image
R3MPBMA_Image
Object
R3OBJ*
R3OBJ, image object
value = jsobj.GetImage();
R3OBJ* value;
R3GetAttrs(r3obj, R3MPBMA_Image, &value, R3TAG_END);
NumFrames
NumFrames
R3MPBMA_NumFrames
Integer
R3INT
number of frames in the texture animation
jsobj.SetNumFrames(value);
value = jsobj.GetNumFrames();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_NumFrames, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_NumFrames, &value, R3TAG_END);
FormatType
FormatType
R3MPBMA_FormatType
Integer
R3INT
see format types below
jsobj.SetFormatType(value);
value = jsobj.GetFormatType();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_FormatType, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_FormatType, &value, R3TAG_END);
FormatDigits
FormatDigits
R3MPBMA_FormatDigits
Integer
R3INT
number of digits
jsobj.SetFormatDigits(value);
value = jsobj.GetFormatDigits();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_FormatDigits, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_FormatDigits, &value, R3TAG_END);
Format
Format
R3MPBMA_Format
String
char*
printf style format string
jsobj.SetFormat(value);
value = jsobj.GetFormat();
char* value = ...;
R3SetAttrs(r3obj, R3MPBMA_Format, value, R3TAG_END);
char* value;
R3GetAttrs(r3obj, R3MPBMA_Format, &value, R3TAG_END);
AnimationType
AnimationType
R3MPBMA_AnimationType
Integer
R3INT
read only, see animation file types below
jsobj.SetAnimationType(value);
value = jsobj.GetAnimationType();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_AnimationType, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_AnimationType, &value, R3TAG_END);
BindingObject
BindingObject
R3MPBMA_BindingObject
Object
R3OBJ*
'R3MPBMA_BindingObject' not documented
jsobj.SetBindingObject(value);
value = jsobj.GetBindingObject();
R3OBJ* value = ...;
R3SetAttrs(r3obj, R3MPBMA_BindingObject, value, R3TAG_END);
R3OBJ* value;
R3GetAttrs(r3obj, R3MPBMA_BindingObject, &value, R3TAG_END);
ImageName
ImageName
R3MPBMA_ImageName
String
char*
image or animation file name
jsobj.SetImageName(value);
value = jsobj.GetImageName();
char* value = ...;
R3SetAttrs(r3obj, R3MPBMA_ImageName, value, R3TAG_END);
char* value;
R3GetAttrs(r3obj, R3MPBMA_ImageName, &value, R3TAG_END);
ImageIndex
ImageIndex
R3MPBMA_ImageIndex
Integer
R3INT
current frame in the animation. Set only in record mode to keyframe the index.
jsobj.SetImageIndex(value);
value = jsobj.GetImageIndex();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_ImageIndex, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_ImageIndex, &value, R3TAG_END);
TextureAnimation
TextureAnimation
R3MPBMA_TextureAnimation
Integer
R3INT
see animation methods below
jsobj.SetTextureAnimation(value);
value = jsobj.GetTextureAnimation();
R3INT value = ...;
R3SetAttrs(r3obj, R3MPBMA_TextureAnimation, value, R3TAG_END);
R3INT value;
R3GetAttrs(r3obj, R3MPBMA_TextureAnimation, &value, R3TAG_END);
RealName
RealName
R3MPBMA_RealName
String
char*
final name decorated with possible anim. index
value = jsobj.GetRealName();
char* value;
R3GetAttrs(r3obj, R3MPBMA_RealName, &value, R3TAG_END);
OpenSilently
OpenSilently
R3MPBMA_OpenSilently
Boolean
R3BOOL
if true no error messages are given if file not found
jsobj.SetOpenSilently(value);
value = jsobj.GetOpenSilently();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPBMA_OpenSilently, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPBMA_OpenSilently, &value, R3TAG_END);
RenderAlways
RenderAlways
R3MPBMA_RenderAlways
Boolean
R3BOOL
if true object is rendered even if the file is not found
jsobj.SetRenderAlways(value);
value = jsobj.GetRenderAlways();
R3BOOL value = ...;
R3SetAttrs(r3obj, R3MPBMA_RenderAlways, value, R3TAG_END);
R3BOOL value;
R3GetAttrs(r3obj, R3MPBMA_RenderAlways, &value, R3TAG_END);
for backward compatiblity
animation file types
Format types