#define TILE_HEADER
#include "irrlichttypes.h"
-#include "irr_v2d.h"
#include "irr_v3d.h"
#include <ITexture.h>
#include <IrrlichtDevice.h>
const TextureFromMeshParams ¶ms)=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
- virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
- bool tileable_vertical, bool tileable_horizontal)=0;
+ virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
};
class IWritableTextureSource : public ITextureSource
virtual void rebuildImagesAndTextures()=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
- virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
- bool tileable_vertical, bool tileable_horizontal)=0;
+ virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
alpha == other.alpha &&
material_type == other.material_type &&
material_flags == other.material_flags &&
- rotation == other.rotation &&
- (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL) &&
- (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)
+ rotation == other.rotation
);
}