level-wide accumulation assignment - overidden if an object's origin is in an accumulationVolume.

** do note changing the value does require nudging a mesh and/or a level reload to kick in at time of writing for visual feedback.
This commit is contained in:
Azaezel 2016-06-09 12:51:43 -05:00
parent 5122360552
commit 2b57bed899
3 changed files with 47 additions and 4 deletions

View file

@ -36,6 +36,10 @@
#include "sfx/sfxCommon.h"
#endif
#ifndef _GFXTEXTUREHANDLE_H_
#include "gfx/gfxTextureHandle.h"
#endif
class SFXAmbience;
class SFXSoundscape;
@ -96,6 +100,9 @@ class LevelInfo : public NetObject
void _updateSceneGraph();
void _onLMActivate(const char *lm, bool enable);
protected:
// Name (path) of the accumulation texture.
String mAccuTextureName;
public:
@ -130,9 +137,12 @@ class LevelInfo : public NetObject
UpdateMask = BIT(0)
};
GFXTexHandle mAccuTexture;
virtual U32 packUpdate( NetConnection *conn, U32 mask, BitStream *stream );
virtual void unpackUpdate( NetConnection *conn, BitStream *stream );
static bool _setLevelAccuTexture(void *object, const char *index, const char *data);
void setLevelAccuTexture(const String& name);
/// @}
};