struct SEfResTexture { string m_Name; byte m_TexFlags; bool m_bUTile; bool m_bVTile; signed char m_Filter; STexSamplerRT m_Sampler; SEfResTextureExt m_Ext; };
IShader.h
In order to facilitate the memory allocation tracking, we're using here this class; if you don't like it, please write a substitute for all string within the project and use them everywhere.
bool m_bUTile;
bool m_bVTile;
SEfResTextureExt m_Ext;
signed char m_Filter;
string m_Name;
STexSamplerRT m_Sampler;
byte m_TexFlags;
inline bool operator !=(const SEfResTexture & m) const;
~SEfResTexture();
SEfResTexture& operator =(const SEfResTexture& src);
inline SEfTexModificator * AddModificator();
void Cleanup();
void CopyTo(SEfResTexture * pTo) const;
void GetMemoryUsage(ICrySizer * pSizer) const;
inline float GetOffset(int n) const;
inline float GetTiling(int n) const;
inline bool IsHasModificators() const;
bool IsNeedTexGen() const;
bool IsNeedTexTransform() const;
void Reset();
SEfResTexture();
SEfResTexture(const SEfResTexture& src);
int Size() const;
void Update(int nTSlot);
void UpdateForCreate();
void UpdateWithModifier(int nTSlot);