..._bmap
A7.6 LC 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.
Type:
BMAP*
(lite-C)
texture (shader code)
Remarks:
-
A _bmap texture variable is updated only once per frame, not 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. A7.7 This restriction does not apply to postprocessing shaders.
Example:
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
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