Descent3/legacy/editor/RoomUVs.h

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