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 


BMAP* (lite-C)
texture (shader code)


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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