..._bmap
If a texture variable name contains the character sequence "_bmap", it is pre-set from a BMAP object or pointer defined in lite-C with the name preceding the "_bmap" character sequence. This way, a shader can use an arbitrary number of textures from predefined BMAPs. A7.60 LC Type:
BMAP*
(lite-C)
texture (shader code)
Remarks:
-
The texture variable is updated once per frame
from the script to the shader. It is not updated in render events or
between view stages, and thus can not be used for a render target of an entity shader. Use material skins or entity skins for passing individual render targets to shaders. A7.70 This restriction does not apply to postprocessing shaders.
Example (lite-C):
BMAP* testimage = "image.tga";
...
MATERIAL* mtlTest =
{
effect = "
...
texture testimage_bmap; // preset from "image.tga"
sampler sImageTex = sampler_state { Texture = <testimage_bmap>; };
...
";
}
See also:
MATERIAL,
BMAP, shaders, shader
parameters,
..._var
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