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39 lines
1.2 KiB
C
39 lines
1.2 KiB
C
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/*
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* $Logfile: /DescentIII/Main/editor/RoomUVs.h $
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* $Revision: 1.1.1.1 $
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* $Date: 2003-08-26 03:57:38 $
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* $Author: kevinb $
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*
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* Header for RoomUVs.cpp
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*
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* $Log: not supported by cvs2svn $
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*
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* 4 9/30/99 6:35p Matt
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* Added code to scale the UVs of a texture based on the size of the
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* texture when the texture is applied to a face. This will cause the
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* applied texture to have the make 3D texel size at the old texture.
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*
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* 3 4/02/98 12:23p Jason
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* trimmed some fat from our structures
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*
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* 2 7/18/97 7:38p Jason
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* finished room/terrain texture modifications
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*
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* $NoKeywords: $
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*/
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#include "room.h"
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// Given u,v coordinates at two vertices, assign u,v coordinates to the other vertices on a face.
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// va, vb = face-relative vertex indices corresponding to uva, uvb. Ie, they are always in 0..num_verts_in_face
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void AssignUVsToFace(room *rp, int facenum, roomUVL *uva, roomUVL *uvb, int va, int vb);
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// Stretches the UVS of a face
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// Edge is the vertex number - so the edge is actually edge,edge+1
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void StretchRoomUVs(room *rp, int facenum, int edge);
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//Scale all the UV values in a face from the center point (as defined by averaging the u & v values)
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void ScaleFaceUVs(room *rp,int facenum,float scale);
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