TexEnvMap
A TexEnvMap is used to create environment maps from e.g. Cubemaps.
Properties
- ETexEnvMapType EnvMapType
Inherited from TexModifier
- ETexCoordCount TexCoordCount
- bool TexCoordProjected
Inherited from Modifier
- Material Material (editinlineuse)
- The material to use for the environment map.From IR
Enums
ETexEnvMapType
- EM_WorldSpace
- EM_CameraSpace
Related Topics
From #unrealed at irc.enterthegame.com (i.e. Refactor Me)
[12:53:29] <@CaSC|Sleepzorzin> an eviromental map is basicly a steady cube map, a sky box is good example off a enviromental texture (if you would remove the sky box and have it just as a texture)
[12:53:54] <@CaSC|Sleepzorzin> the 3d and 4d coord have something to do with how the texture is displayed
[12:55:19] <@CaSC|Sleepzorzin> projected textures basicly make the texture projected on the model rather then just having it as a texture, this can solve some lighting problems on player models or meshes
[12:56:33] <Wormbo> I can see a difference between 2D and 3D/4D but none between 3D and 4D
[12:56:42] <@CaSC|Sleepzorzin> the difference between the 3d and 4d is that the 3D actualy uses the cube and rotates it acording, the 4D does this is a bit different way
[12:56:51] <@CaSC|Sleepzorzin> lil hard to explain, best way is to see for your self
...
[12:58:45] <@CaSCaDe> the 4d Coords are required if you would want yo use cellshaders
[12:59:16] <@CaSCaDe> 4d projected texture
[12:59:27] <@CaSCaDe> ill give you an exemple
[12:59:30] <@CaSCaDe> hold on
[12:59:53] <@CaSCaDe> http://www.bart.ahk.nl/ut2/other/CellShade.jpg?link
[13:00:07] <@CaSCaDe> in ued it will look like that no mater what you selected
[13:00:11] <@CaSCaDe> (3d or 4d)
[13:00:19] <@CaSCaDe> but ingame it will fuxxorz them up
[13:00:37] <@CaSCaDe> http://www.bart.ahk.nl/ut2/other/Shot00062.jpg?link << this is what you get when you do it properly
[13:00:48] <@CaSCaDe> i dont have a pic off a wrong one, soz
Category Class (UT2003)
Category To Do – What do EnvMapType, TexCoordCount and TexCoordProjected do?