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On Wed, 16 Jun 1999 16:35:20 +0200, Thorsten Froehlich wrote:
>In article <3766F4D6.DFC19439@Kopp.com> , Nathan Kopp <Nat### [at] Koppcom>
>wrote:
>
>> That's how you do layered textures. And this parser keeps looking harder
>> and harder to fix. :-( ...and it looked so easy at first.
>
>Yes, layered textures _inside_ object declarations, but if I read this right
>
>#declare T_Wood34 =
>texture { T_Wood32 }
>texture { ... }
>
>should (or will) only declare
>
>#declare T_Wood34 =
>texture { T_Wood32 }
From the documentation, the section on layered textures:
---------------
Layered textures may be declared. For example
#declare Layered_Examp =
texture {T1}
texture {T2}
texture {T3}
---------------
In fact, there are places you can't use a layered texture directly
but you may use a declared one. From the same page in the docs:
---------------
If you wish to use a layered texture in a block pattern, such as
checker, hexagon, or brick, or in a material_map, you must declare
it first and then reference it inside a single texture statement.
---------------
And here's the code from the parser, from parse.c in the function
Parse_RValue. The interior EXPECT loop takes care of any remaining
texture definitions after the first one, linking them to form a
layered texture.
---------------
CASE (TEXTURE_TOKEN)
Parse_Begin ();
Local_Texture = Parse_Texture ();
Parse_End ();
Temp_Texture=NULL;
Link_Textures(&Temp_Texture, Local_Texture);
Ok_To_Declare = FALSE;
EXPECT
CASE (TEXTURE_TOKEN)
Parse_Begin ();
Local_Texture = Parse_Texture ();
Parse_End ();
Link_Textures(&Temp_Texture, Local_Texture);
END_CASE
OTHERWISE
UNGET
EXIT
END_CASE
END_EXPECT
*NumberPtr = TEXTURE_ID_TOKEN;
Test_Redefine(Previous,NumberPtr,*DataPtr);
*DataPtr = (void *)Temp_Texture;
Ok_To_Declare = TRUE;
EXIT
END_CASE
---------------
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