5#ifndef __E_MATERIAL_FLAGS_H_INCLUDED__
6#define __E_MATERIAL_FLAGS_H_INCLUDED__
E_MATERIAL_FLAG
Material flags.
@ EMF_FRONT_FACE_CULLING
Is frontface culling enabled? Default: false.
@ EMF_POINTCLOUD
Draw as point cloud or filled triangles? Default: false.
@ EMF_NORMALIZE_NORMALS
Normalizes normals. Default: false.
@ EMF_ZBUFFER
Is the ZBuffer enabled? Default: true.
@ EMF_ZWRITE_ENABLE
May be written to the zbuffer or is it readonly. Default: true.
@ EMF_FOG_ENABLE
Is fog enabled? Default: false.
@ EMF_COLOR_MASK
ColorMask bits, for enabling the color planes.
@ EMF_TRILINEAR_FILTER
Is trilinear filtering enabled? Default: false.
@ EMF_TEXTURE_WRAP
Access to all layers texture wrap settings. Overwrites separate layer settings.
@ EMF_COLOR_MATERIAL
ColorMaterial enum for vertex color interpretation.
@ EMF_GOURAUD_SHADING
Flat or Gouraud shading? Default: true.
@ EMF_USE_MIP_MAPS
Flag for enabling/disabling mipmap usage.
@ EMF_ANISOTROPIC_FILTER
Is anisotropic filtering? Default: false.
@ EMF_ANTI_ALIASING
AntiAliasing mode.
@ EMF_BLEND_OPERATION
Flag for blend operation.
@ EMF_WIREFRAME
Draw as wireframe or filled triangles? Default: false.
@ EMF_POLYGON_OFFSET
Flag for polygon offset.
@ EMF_LIGHTING
Will this material be lighted? Default: true.
@ EMF_BACK_FACE_CULLING
Is backface culling enabled? Default: true.
@ EMF_BILINEAR_FILTER
Is bilinear filtering enabled? Default: true.
Everything in the Irrlicht Engine can be found in this namespace.