A combination of textures and lighting parameters.
More...
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Material | D3DMaterial [get] |
| A DirectX material with the color information form this XMaterial More...
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Color | Ambient [get, set] |
| The color of the material when lit by ambient/background light (always active) More...
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Color | Diffuse [get, set] |
| The color of the material when hit by diffuse light (normal lighting) More...
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Color | Specular [get, set] |
| The color of specular (shiny) highlights on the material surface More...
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float | SpecularPower [get, set] |
| The sharpness of specular highlights (lower value = sharper) More...
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Color | Emissive [get, set] |
| The color of the light this material emits by itself - doubles as glow color More...
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ITextureProvider | NormalMap [get, set] |
| The normal map (i.e. bump map) More...
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ITextureProvider | HeightMap [get, set] |
| The height map (an optional addition to the normal map) More...
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ITextureProvider | SpecularMap [get, set] |
| The specular map (which spots are "shiny") More...
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ITextureProvider | EmissiveMap [get, set] |
| The emissive (self-shining, without light source) - doubles as the glow map More...
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A combination of textures and lighting parameters.
XMaterial instances are auto-generated when XMeshes are loaded.
◆ HoldReference()
void OmegaEngine.Graphics.XMaterial.HoldReference |
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inline |
Calls Asset.HoldReference for all contained XTextures.
◆ ReleaseReference()
void OmegaEngine.Graphics.XMaterial.ReleaseReference |
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inline |
Calls Asset.ReleaseReference for all contained XTextures.
◆ DefaultMaterial
A plain white untextured material
◆ DiffuseMaps
The diffuse textures maps
◆ Ambient
Color OmegaEngine.Graphics.XMaterial.Ambient |
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getset |
The color of the material when lit by ambient/background light (always active)
◆ D3DMaterial
Material OmegaEngine.Graphics.XMaterial.D3DMaterial |
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get |
A DirectX material with the color information form this XMaterial
◆ Diffuse
Color OmegaEngine.Graphics.XMaterial.Diffuse |
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getset |
The color of the material when hit by diffuse light (normal lighting)
◆ Emissive
Color OmegaEngine.Graphics.XMaterial.Emissive |
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getset |
The color of the light this material emits by itself - doubles as glow color
◆ EmissiveMap
The emissive (self-shining, without light source) - doubles as the glow map
◆ HeightMap
The height map (an optional addition to the normal map)
◆ NormalMap
The normal map (i.e. bump map)
◆ Specular
Color OmegaEngine.Graphics.XMaterial.Specular |
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getset |
The color of specular (shiny) highlights on the material surface
◆ SpecularMap
The specular map (which spots are "shiny")
◆ SpecularPower
float OmegaEngine.Graphics.XMaterial.SpecularPower |
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getset |
The sharpness of specular highlights (lower value = sharper)
The documentation for this struct was generated from the following file:
- OmegaEngine/Graphics/XMaterial.cs