5 #ifndef __E_MATERIAL_TYPES_H_INCLUDED__ 6 #define __E_MATERIAL_TYPES_H_INCLUDED__ 217 "trans_vertex_alpha",
218 "trans_reflection_2layer",
220 "normalmap_trans_add",
221 "normalmap_trans_vertexalpha",
223 "parallaxmap_trans_add",
224 "parallaxmap_trans_vertexalpha",
233 #endif // __E_MATERIAL_TYPES_H_INCLUDED__ 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.
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.
Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
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.