entSkin1 ... entSkin4
The current entity or surface textures,
to be used in effect samplers.
Type:
texture (shader code)
Remarks:
- For models, entSkin1 is the current mesh skin,
and entSkin2 .. entSkin4 are further
model skins such as a normal map.
- For terrain, entSkin1 is the nontiled basic skin, entSkin2 is
the first tiled detail map, and entSkin3 .. entSkin4 are
further tiled maps.
- For shaded block textures,
entSkin1 is the block texture, entSkin2 is the lightmap, and entSkin3 is the assigned normal
map (if any).
- Sprites or nonshaded block textures use only entSkin1.
- If a skin does not exist, it is replaced
by the corresponding material skin from mtlSkin2
... mtlSkin4.
Example (shader code):
texture entSkin1;
sampler sBaseTex = sampler_state {
Texture = <entSkin1>;
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
Addressv = Wrap;
};
See also:
MATERIAL, shaders, shader
parameters,
MED Skin Manager
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