..._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. LC
Type:
BMAP*
(lite-C)
texture (shader code)
Remarks:
-
The texture is updated once per frame
from the script to the shader. It is not updated in
MED-assigned skin effects
,
in render events or
between view stages. Thus it can not be used for a render target of an entity shader; use material skins or entity skins for skin effects, or for passing individual render targets to shaders. 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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