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# Texture

UT2003 :: Object >> Material >> RenderedMaterial >> BitmapMaterial >> Texture (Package: Engine)

Texture is further down the class tree in UT2003 than in previous versions of the engine – see Texture (UT) for those.

## Properties

### Texture Group

Material Detail
  Detail material to apply.
float DetailScale
ELODSet LODSet
  A level of detail set this texture is associated with.
int NormalLOD
Palette Palette
  The texture's palette. Only used if the texture actually is an 8 bit palettized texture.

### Animation Group

Texture AnimNext
  Next texture in an animated texture sequence.
float MaxFrameRate
float MinFrameRate
  Frame rate for animated textures. These two properties specify the range of possible frame rates the engine can choose from; it attempts to automatically select an animation frame rate to minimize aliasing artefacts which lead to the effect of a texture animation not looking smooth. (If you want to enforce a particular frame rate, set both properties to the same value.) If set to zero, the animation is played with the user's game frame rate.
byte PrimeCount
  Number of frames that are pre-rendered before the texture is displayed the first time; that's useful for dynamic textures that need to "build up" at startup (FireTextures, for instance).

### Quality Group

bool bHighColorQuality (private)
  High color quality hint.
bool bHighTextureQuality (private)
  High texture quality hint.

### Surface Group

bool bAlphaTexture
bool bMasked
bool bTwoSided

### UnrealScript-Only Properties

__LastUpdateTime[2] (const, transient)
float Accumulator
Texture AnimCurrent (transient)
bool bHasComp (const, editconst, private)
  !!OLDVER Whether a compressed version exists.
bool bParametric (private)
  Texture data need not be stored.
bool bRealtime (private)
  Texture changes in realtime.
bool bRealtimeChanged (private, transient)
  Changed since last render.
ETextureFormat CompFormat (const, editconst)
  !!OLDVER
int InternalTime[2] (const)
color MaxColor (const)
int MaxLOD (transient)
int MinLOD
array<int> Mips (private, native, const)
color MipZero (const)
byte PrimeCurrent (transient)
byte PS2FirstMip
byte PS2NumMips
  These "PS2" bytes were crammed into UTexture's alignment padding, but weren't mentioned here. DO NOT USE THESE IN UNREALSCRIPT UNLESS YOU KNOW WHAT YOU'RE DOING! (I guess.) –ryan.
pointer RenderInterface (const, transient)

### Deprecated Properties

Texture DetailTexture
  Detail texture to apply.
Texture EnvironmentMap
  Environment map for this texture
EEnvMapTransformType EnvMapTransformType
float Specular
  Specular lighting coefficient.

## Enums

### EEnvMapTransformType

EMTT_ViewSpace
EMTT_WorldSpace
EMTT_LightSpace

### ELODSet

LODSET_None
LODSET_World
LODSET_PlayerSkin
LODSET_WeaponSkin
LODSET_Terrain
LODSET_Interface
LODSET_RenderMap
LODSET_Lightmap

## Known Subclasses

- Cubemap
- FractalTexture
  - FireTexture
  - IceTexture
  - WaterTexture
    - FluidTexture
    - WaveTexture
    - WetTexture

## Related Topics

- Texture Topics

Category Class (UT2003)
Category Class Tree

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