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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