arsa  2.7
EMaterialTypes.h
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1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
2 // This file is part of the "Irrlicht Engine".
3 // For conditions of distribution and use, see copyright notice in irrlicht.h
4 
5 #ifndef __E_MATERIAL_TYPES_H_INCLUDED__
6 #define __E_MATERIAL_TYPES_H_INCLUDED__
7 
8 namespace irr
9 {
10 namespace video
11 {
12 
15  {
17 
19  EMT_SOLID = 0,
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196  EMT_FORCE_32BIT = 0x7fffffff
197  };
198 
200  const char* const sBuiltInMaterialTypeNames[] =
201  {
202  "solid",
203  "solid_2layer",
204  "lightmap",
205  "lightmap_add",
206  "lightmap_m2",
207  "lightmap_m4",
208  "lightmap_light",
209  "lightmap_light_m2",
210  "lightmap_light_m4",
211  "detail_map",
212  "sphere_map",
213  "reflection_2layer",
214  "trans_add",
215  "trans_alphach",
216  "trans_alphach_ref",
217  "trans_vertex_alpha",
218  "trans_reflection_2layer",
219  "normalmap_solid",
220  "normalmap_trans_add",
221  "normalmap_trans_vertexalpha",
222  "parallaxmap_solid",
223  "parallaxmap_trans_add",
224  "parallaxmap_trans_vertexalpha",
225  "onetexture_blend",
226  0
227  };
228 
229 } // end namespace video
230 } // end namespace irr
231 
232 
233 #endif // __E_MATERIAL_TYPES_H_INCLUDED__
234 
A transparent normal map renderer.
Makes the material transparent based on the texture alpha channel.
A material like EMT_PARALLAX_MAP_SOLID, but transparent.
E_MATERIAL_TYPE
Abstracted and easy to use fixed function/programmable pipeline material modes.
Material type with standard lightmap technique.
Material type with standard lightmap technique.
A transparent (based on the vertex alpha value) normal map renderer.
A reflecting material with an optional non reflecting texture layer.
Like EMT_LIGHTMAP_M4, but also supports dynamic lighting.
Everything in the Irrlicht Engine can be found in this namespace.
Definition: CARSADPad.h:6
Like EMT_LIGHTMAP, but also supports dynamic lighting.
Material type with standard lightmap technique.
const char *const sBuiltInMaterialTypeNames[]
Array holding the built in material type names.
A transparent reflecting material with an optional additional non reflecting texture layer.
Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
This value is not used. It only forces this enumeration to compile to 32 bit.
Detail mapped material.
Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
Standard solid material.
Material type with lightmap technique like EMT_LIGHTMAP.
Makes the material transparent based on the texture alpha channel.
Solid material with 2 texture layers.
Makes the material transparent based on the vertex alpha value.
BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
A material like EMT_PARALLAX_MAP_SOLID, but transparent.
A solid normal map renderer.
Look like a reflection of the environment around it.