// Reset function void trpgMaterial::Reset() { color = trpgColor(1,1,1); ambient = trpgColor(0,0,0); diffuse = trpgColor(1,1,1); specular = trpgColor(0,0,0); emission = trpgColor(0,0,0); shininess = 0; shadeModel = 999; // kludge to identify 'empty' material table entries pointSize = 1; lineWidth = 1; cullMode = Back; alphaFunc = GreaterThan; alphaRef = 0; alpha = 1.0; autoNormal = false; numTex = 0; texids.resize(0); texEnvs.resize(0); numTile = 0; isBump = false; attrSet.fid = -1; attrSet.smc = -1; attrSet.stp = -1; attrSet.swc = -1; handle = -1; writeHandle = false; }
// Reset function void trpgTextureEnv::Reset() { envMode = Decal; minFilter = Linear; magFilter = MipmapBilinear; wrapS = wrapT = Repeat; borderCol = trpgColor(0,0,0); }
void trpgLightAttr::Reset(void) { errMess[0] = '\0'; data.type = trpg_Raster; data.directionality = trpg_Omnidirectional; data.frontColor = trpgColor(0,0,0); data.frontIntensity = 0; data.backColor = trpgColor(0,0,0); data.backIntensity = 0; data.normal = trpg3dPoint(0,0,1); data.smc = 0; data.fid = 0; data.flags = 0; data.horizontalLobeAngle = 0; data.verticalLobeAngle = 0; data.lobeRollAngle = 0; data.lobeFalloff = 0; data.ambientIntensity = 0; data.quality = trpg_Low; data.randomIntensity = trpg_Low; data.rascalSignificance = 0; data.calligraphicAttr.drawOrder = 0; data.calligraphicAttr.minDefocus = 0; data.calligraphicAttr.maxDefocus = 0; data.performerAttr.flags = 0; data.performerAttr.minPixelSize = 0; data.performerAttr.maxPixelSize = 0; data.performerAttr.actualSize = 0; data.performerAttr.transparentPixelSize = 0; data.performerAttr.transparentFallofExp = 0; data.performerAttr.transparentScale = 0; data.performerAttr.transparentClamp = 0; data.performerAttr.fogScale = 0; data.animationAttr.period = 0; data.animationAttr.phaseDelay = 0; data.animationAttr.timeOn = 0; data.animationAttr.vector = trpg3dPoint(0,0,1); data.animationAttr.flags = 0; if (data.commentStr) delete [] data.commentStr; data.commentStr = NULL; handle = -1; writeHandle = false; }