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# IceTexture

UT :: Object (UT) >> Bitmap >> Texture (UT) >> FractalTexture >> IceTexture (Package: Fire)
UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial >> Texture >> FractalTexture >> IceTexture (Package: Fire)

Uses a texture as displacement for another texture. Both textures must have exactly the same dimensions to make this work.

Also see [Animated Real-Time Textures].

## Properties

### IceLayer Group

byte Amplitude
byte Frequency
  Frequency and Amplitude act on the speed and size of the circular and wavy parts of a texture's movements.
Texture GlassTexture
  Interpreted as an 8-bit distortion vector field.
bool MoveIce
  The MoveIce switch selects movement of either the GlassTexture or SourceTexture.
PanningType PanningStyle
Texture SourceTexture
TimingType TimeMethod
byte HorizPanSpeed
byte VertPanSpeed
  HorizPanSpeed and VertPanSpeed determine the movement in the Linear and WavyX/Y modes, with a zero-point of (128,128).

### Hidden

int ForceRefresh
int LocalSource
float MasterCount
Texture OldGlassTex
Texture OldSourceTex
int OldUDisplace
int OldVDisplace
float TickAccu
float UDisplace
float UPosition
float VDisplace
float VPosition

## Enums

### PanningType

SLIDE_Linear
  Move a texture with speed settings HorizPanSpeed and VertPanSpeed.
SLIDE_Circular
  Circular movement using Frequency, around a radius equal to Amplitude.
SLIDE_Gestation
  Irregular movement using Frequency and Amplitude.
SLIDE_WavyX
  A wavy horizontal movement of Frequency and Amplitude.
SLIDE_WavyY
  A wavy vertical movement of Frequency and Amplitude.

### TimingType

TIME_FrameRateSync
  The default setting of TIME_FrameRateSync will not give framerate-independent animations, but is still a good choice if you need smoothness, since a once-per-frame update will ensure the texture moves a little bit every frame without big skips.
TIME_RealTimeScroll
  By setting the TimeMethod parameter to TIME_RealTimeScroll, the animation speed you see in the editor matches the in-game speed exactly regardless of the frame rate; it will skip intermediate panning positions if necessary.

Category Class (UT)

Category Class (UT2003)

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