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📄 mgctexture.inl

📁 《3D游戏引擎设计》的源码
💻 INL
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// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

//----------------------------------------------------------------------------
inline void MgcTexture::SetImage (MgcImage* pkImage)
{
    m_spkImage = pkImage;
}
//----------------------------------------------------------------------------
inline MgcImage* MgcTexture::GetImage ()
{
    return m_spkImage;
}
//----------------------------------------------------------------------------
inline MgcTexture::CorrectionMode& MgcTexture::Correction ()
{
    return m_eCorrection;
}
//----------------------------------------------------------------------------
inline MgcTexture::ApplyMode& MgcTexture::Apply ()
{
    return m_eApply;
}
//----------------------------------------------------------------------------
inline MgcColor& MgcTexture::BlendColor ()
{
    return m_kBlendColor;
}
//----------------------------------------------------------------------------
inline MgcTexture::WrapMode& MgcTexture::Wrap ()
{
    return m_eWrap;
}
//----------------------------------------------------------------------------
inline MgcTexture::FilterMode& MgcTexture::Filter ()
{
    return m_eFilter;
}
//----------------------------------------------------------------------------
inline MgcTexture::MipmapMode& MgcTexture::Mipmap ()
{
    return m_eMipmap;
}
//----------------------------------------------------------------------------
inline MgcReal& MgcTexture::Priority ()
{
    return m_fPriority;
}
//----------------------------------------------------------------------------
inline unsigned int& MgcTexture::UserData ()
{
    return m_uiUserData;
}
//----------------------------------------------------------------------------

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