Пример #1
0
// 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;
}
Пример #2
0
// Reset function
void trpgTextureEnv::Reset()
{
	envMode = Decal;
	minFilter = Linear;
	magFilter = MipmapBilinear;
	wrapS = wrapT = Repeat;
	borderCol = trpgColor(0,0,0);
}
Пример #3
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;
}