yage.resource.material
Authors:
Eric Poggel
License:
LGPL v3
- class
Material
;
- MaterialTechnique[]
techniques
;
- this(bool createAPass = false);
- Material
dup
();
- Create a deep copy of the Material, cloning both techniques and passes.
- void
setPass
(MaterialPass pass);
- This is a convenience function to set the value for the first pass of the first technique.
A MaterialTechnique is created and added if none exist.
- MaterialPass
getPass
();
- Get the first pass of the first technique if it exists, otherwise return null
.
- static Material
getDefaultMaterial
();
- class
MaterialTechnique
;
- MaterialPass[]
passes
;
- MaterialTechnique
dup
();
- bool
hasTranslucency
();
- Returns true
if the Technique has regions that can be partially seen through.
This is true
if the first pass has blending enabled.
- class
MaterialPass
;
- enum
Blend
;
-
NONE
- Draw a layer or texture as completely opaque.
-
ADD
- Add the color values of a layer or texture to those behind it.
-
AVERAGE
- Average the color values of a layer or texture with those behind it.
-
MULTIPLY
- Mutiply the color values of a lyer or texture with those behind it.
- enum
Cull
;
-
BACK
- Cull the back faces of a layer and render the front.
-
FRONT
- Cull the front faces of a layer and render the back.
-
NONE
- Draw both back and front faces
- enum
Draw
;
- How to draw polygons
-
POLYGONS
- Draw a layer as complete filled-in polygons.
-
LINES
- Draw a layer as Lines (a wireframe).
-
POINTS
- Draw a layer as a series of points.
- enum
AutoShader
;
- Type of shader to generate, if the shader property is null
-
NONE
- Used fixed-function rendering or the Pass's Shader property if set.
-
PHONG
- Per pixel lighting, and if there's a second texture, use it as a normal map
-
DETAIL
- Per pixel lighting, and if there's a second texture, use it as a detail texture
- bool
reflective
;
- Use environment mapping for the texture
- bool
lighting
;
- If false
, diffuse is used as the color.
- bool
flat
;
- If true
, use
flat
shading
- float
linePointSize
;
- Thickness in pixels of lines and points.
- Blend
blend
;
- Loaded from Collada's transparent property.
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