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",
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.