Game Development Reference
In-Depth Information
Parameter
Description
colAmbient
,
colDiffuse
,
colEmissive
, and
colSpecular
Allows a default RGBA color to be specified for the ambient,
diffuse, emissive, and specular lighting components. For
example:
colAmbient { 255, 255, 255, 255 }
.
cullMode
Specifies the back-face culling method to use for the material.
Can be one of
BACK
,
FRONT
, or
NONE
.
alphaMode
Specifies a default transparency mode. Can be one of
NONE
,
ADD
,
SUB
,
HALF
, or
BLEND
.
blendMode
Specifies the blending type that will be used when drawing.
Possible values are
MODULATE
,
MODULATE_2X
,
MODULATE_4X
,
DECAL
,
ADD
,
REPLACE
, and
BLEND
.
alphaTest
Specifies the type of alpha test to use when drawing pixels.
Consists of a test type followed by an alpha value. Valid test
types are
DISABLED
,
NEVER
,
LESS
,
EQUAL
,
LEQUAL
,
GREATER
,
GEQUAL
,
NOTEQUAL
, and
ALWAYS
. For example:
alphaTest
GEQUAL 128
.
zDepthOfs
and
zDepthOfsHW
Allows this material to have an offset added to the z
component of vertices when they are rendered, to force
drawing backwards or forwards. Useful for drawing glowing
effects so they can be forced to appear behind or in front of a
3D model.
zDepthOfs
is used in the software renderer and
zDepthOfsHW
is used when rendering with OpenGL ES.
filtering
Set to
true
to use bilinear filtering when rendering.
clampUV
If
true
, the UV coordinates are clamped within the bounds of
the texture. This helps avoid the problems caused by bilinear
filtering when rendering the edges of a texture, as bilinear
filtering will attempt to blend between texels on the left and
right or top and bottom of the image as it will assume the
texture can be tiled otherwise.
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