Irrlicht 3D Engine
 
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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
8namespace irr
9{
10namespace video
11{
12
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
const char *const sBuiltInMaterialTypeNames[]
Array holding the built in material type names.
E_MATERIAL_TYPE
Abstracted and easy to use fixed function/programmable pipeline material modes.
@ EMT_DETAIL_MAP
Detail mapped material.
@ EMT_ONETEXTURE_BLEND
BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
@ EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
A transparent (based on the vertex alpha value) normal map renderer.
@ EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR
A transparent normal map renderer.
@ EMT_TRANSPARENT_ALPHA_CHANNEL_REF
Makes the material transparent based on the texture alpha channel.
@ EMT_TRANSPARENT_ADD_COLOR
A transparent material.
@ EMT_TRANSPARENT_VERTEX_ALPHA
Makes the material transparent based on the vertex alpha value.
@ EMT_SOLID_2_LAYER
Solid material with 2 texture layers.
@ EMT_SPHERE_MAP
Look like a reflection of the environment around it.
@ EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
A material like EMT_PARALLAX_MAP_SOLID, but transparent.
@ EMT_LIGHTMAP
Material type with standard lightmap technique.
@ EMT_LIGHTMAP_LIGHTING_M4
Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
@ EMT_LIGHTMAP_ADD
Material type with lightmap technique like EMT_LIGHTMAP.
@ EMT_PARALLAX_MAP_SOLID
Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
@ EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
A material like EMT_PARALLAX_MAP_SOLID, but transparent.
@ EMT_FORCE_32BIT
This value is not used. It only forces this enumeration to compile to 32 bit.
@ EMT_NORMAL_MAP_SOLID
A solid normal map renderer.
@ EMT_TRANSPARENT_REFLECTION_2_LAYER
A transparent reflecting material with an optional additional non reflecting texture layer.
@ EMT_SOLID
Standard solid material.
@ EMT_LIGHTMAP_LIGHTING_M2
Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
@ EMT_LIGHTMAP_M2
Material type with standard lightmap technique.
@ EMT_TRANSPARENT_ALPHA_CHANNEL
Makes the material transparent based on the texture alpha channel.
@ EMT_LIGHTMAP_M4
Material type with standard lightmap technique.
@ EMT_REFLECTION_2_LAYER
A reflecting material with an optional non reflecting texture layer.
@ EMT_LIGHTMAP_LIGHTING
Like EMT_LIGHTMAP, but also supports dynamic lighting.
Everything in the Irrlicht Engine can be found in this namespace.
Definition aabbox3d.h:13