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https://github.com/kevinbentley/Descent3.git
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55 lines
1.9 KiB
C
55 lines
1.9 KiB
C
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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--- HISTORICAL COMMENTS FOLLOW ---
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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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