lua/wrappers/gfx/lua_asset.cpp
/**
	 * Sets the number of texture windows this asset will use.
	 * This is related to the number of frames set (see num_frames).
	 * For example is the number of frames is set to 4, 4, then the maximum number of
	 * frames the texture can be split up into is 16 and by default the total number of texture
	 * windows is set to 16, however if the graphic is only made up of 14 frames but still in a 4x4 grid
	 * then you will need to set this to 14.
	 *
	 * @param integer total_texture_windows The total number of texture windows to use.
	 * @returns am.asset This.
	 */
Sets the number of texture windows this asset will use.
This is related to the number of frames set .
For example is the number of frames is set to 4, 4, then the maximum number of
frames the texture can be split up into is 16 and by default the total number of texture
windows is set to 16, however if the graphic is only made up of 14 frames but still in a 4x4 grid
then you will need to set this to 14.

@param integer total_texture_windows The total number of texture windows to use.
Sets the number of texture windows this asset will use . This is related to the number of frames set . For example is the number of frames is set to 4 4 then the maximum number of frames the texture can be split up into is 16 and by default the total number of texture windows is set to 16 however if the graphic is only made up of 14 frames but still in a 4x4 grid then you will need to set this to 14 . @param integer total_texture_windows The total number of texture windows to use .
int Asset_total_texture_windows(lua_State *lua)
	{
		Asset *asset = castUData<Asset>(lua, 1);
		if (asset)
		{
			if (lua_gettop(lua) == 1)
			{
				lua_pushinteger(lua, asset->getTotalSubWindows());
				return 1;
			}
			else if (lua_isnum(lua, 2))
			{
				asset->setTotalSubWindows(lua_tointeger(lua, 2));
				lua_first(lua);
			}
			return LuaState::expectedArgs(lua, "total_texture_windows", "integer total_texture_windows");
		}
		return LuaState::expectedContext(lua, "total_texture_windows", "am.asset");
	}
int Asset_total_texture_windows ( lua_State * lua ) { Asset * asset = castUData < Asset > ( lua , 1 ) ; if ( asset ) { if ( lua_gettop ( lua ) == 1 ) { lua_pushinteger ( lua , asset -> getTotalSubWindows ( ) ) ; return 1 ; } else if ( lua_isnum ( lua , 2 ) ) { asset -> setTotalSubWindows ( lua_tointeger ( lua , 2 ) ) ; lua_first ( lua ) ; } return LuaState :: expectedArgs ( lua , " " , " " ) ; } return LuaState :: expectedContext ( lua , " " , " " ) ; }
Sets the number of texture windows this asset will use.
Sets the number of texture windows this asset will use .