Creates a cloud structured image.
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#include <ProceduralTextureGenerator.h>
Creates a cloud structured image.
Creates a cloud structure from a specified perlin noise on a coloured background.
Example:
◆ Cloud()
Default constructor.
- Parameters
-
pBuffer | Image buffer where to store the generated image. |
◆ getName()
Get name of the filter as string.
◆ logMsg()
void Procedural::TextureProcessing::logMsg |
( |
Ogre::String |
msg | ) |
|
|
protectedinherited |
◆ process()
◆ setColour() [1/2]
Set the colour of the background.
- Parameters
-
◆ setColour() [2/2]
Sets the colour of the background.
- Parameters
-
red | Red value of background colour [0.0, 1.0] (default 1.0) |
green | Green value of background colour [0.0, 1.0] (default 1.0) |
blue | Blue value of background colour [0.0, 1.0] (default 1.0) |
alpha | Alpha value of background colour [0.0, 1.0] (default 1.0) |
◆ setLog()
void Procedural::TextureProcessing::setLog |
( |
bool |
enable = true | ) |
|
|
inherited |
Enable/Disable logging.
- Parameters
-
enable | true enables logging of filter actions |
◆ setSeed()
Set the seed for "random" number generator.
- Parameters
-
seed | Seed value where to set the random number generator (default 5120) |
◆ mBuffer
◆ mLog
bool Procedural::TextureProcessing::mLog |
|
protectedinherited |
◆ mName
The documentation for this class was generated from the following file:
- ProceduralTextureGenerator.h
class to store image data while processing
Definition: ProceduralTextureBuffer.h:50