示例#1
0
 public Chunk_MCLV(ADTFile file)
     : base(file, "MCLV", Magic)
 {
     colours = new Colour4[145];
     for (int i = 0; i < 145; i++)
         colours[i] = Colour4.Read(file);
 }
示例#2
0
文件: Mesh.cs 项目: justMaku/W3DT
        public Face addFace(uint texID, Colour4 colour, params int[] points)
        {
            Face face = addFace(texID, points);

            face.Colour = colour;
            return(face);
        }
示例#3
0
文件: Material.cs 项目: justMaku/W3DT
        public static Material Read(FormatBase input, int index)
        {
            Material temp = new Material();

            temp.index     = index;
            temp.flags     = input.readUInt32();
            temp.shader    = input.readUInt32();
            temp.blendMode = input.readUInt32();

            temp.texture1    = MaterialTexture.Read(input);
            temp.texture2    = new MaterialTexture(input.readUInt32(), Colour4.Read(input), 0);
            temp.terrainType = input.readUInt32();
            temp.texture3    = MaterialTexture.Read(input);

            Stuffer.DescribeStuffing(temp);

            input.skip(4 * 4); // runtime floats
            return(temp);
        }
示例#4
0
 public MaterialTexture(UInt32 offset, Colour4 colour, UInt32 flags)
 {
     this.offset = offset;
     this.colour = colour;
     this.flags = flags;
 }
示例#5
0
文件: Mesh.cs 项目: Kruithne/W3DT
 public Face addFace(uint texID, Colour4 colour, params int[] points)
 {
     Face face = addFace(texID, points);
     face.Colour = colour;
     return face;
 }
示例#6
0
 public static MaterialTexture Read(FormatBase input)
 {
     return(new MaterialTexture(input.readUInt32(), Colour4.Read(input), input.readUInt32()));
 }
示例#7
0
 public MaterialTexture(UInt32 offset, Colour4 colour, UInt32 flags)
 {
     this.offset = offset;
     this.colour = colour;
     this.flags  = flags;
 }
示例#8
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 public Face()
 {
     Verts  = new Vert[3];
     Colour = Colour4.White;
 }