Class M2Texture
A texture definition: type 0 references the filename (TXID FileDataIDs replace it in 8.0+); non-zero types are runtime component slots (skin, hair, monster skins, ...).
public class M2Texture : IDisposable
- Inheritance
-
M2Texture
- Implements
- Inherited Members
Constructors
M2Texture()
public M2Texture()
M2Texture(uint, uint, string)
public M2Texture(uint type, uint flags, string filename)
Parameters
M2Texture(M2Texture)
Copy-construct: a deep copy of other (the C++ copy constructor).
public M2Texture(M2Texture other)
Parameters
otherM2Texture
Properties
Filename
For type 0; the serializer writes the NUL inside the count.
public string Filename { get; set; }
Property Value
Flags
0x1 wrap X, 0x2 wrap Y.
public uint Flags { get; set; }
Property Value
Type
0 = filename-referenced, else a component slot.
public uint Type { get; set; }
Property Value
Methods
Dispose()
Release the native object now. Optional: the finalizer releases it on
collection anyway - dispose (or using) when you want native memory back
promptly.
public virtual void Dispose()
Equals(object?)
Determines whether the specified object is equal to the current object.
public override bool Equals(object? obj)
Parameters
objobjectThe object to compare with the current object.
Returns
GetHashCode()
Reference-identity hash (the C++ type has no hash to mirror).
public override int GetHashCode()
Returns
Operators
operator ==(M2Texture?, M2Texture?)
public static bool operator ==(M2Texture? l, M2Texture? r)
Parameters
Returns
operator !=(M2Texture?, M2Texture?)
public static bool operator !=(M2Texture? l, M2Texture? r)