Inheritance diagram for Material:

Authoring Interface:
Material {
field SFColor4f ambient 0.2 0.2 0.2 1.0
field SFColor4f diffuse 0.8 0.8 0.8 1.0
field SFColor4f specular 0.0 0.0 0.0 0.0
field SFColor4f emissive 0.0 .0 0.0 0.0
field SFFloat shininess 0.2
field MFTexture texture [ ]
field SFString sceneBlend "NONE"
field SFBoolean depthCheck true
field SFBoolean depthWrite true
// Ogre material properties not implemented in V0.1
//
// depth_func
// depth_bias
// alpha_rejection
// cull_hardware
// cull_software
// lighting
// shading
// fog_override
// colour_write
// max_lights
// iteration
}
| ambient | specifies a material's ambient color. Default value: 0.2 0.2 0.2 1.0 | |
| diffuse | specifies a material's diffuse color. Default value: 0.8 0.8 0.8 1.0 | |
| specular | specifies a material's specular color. Default value: 0.0 0.0 0.0 0.0 | |
| emissive | specifies a material's emissive color. Default value: 0.0 0.0 0.0 0.0 | |
| shininess | specifies a material's shininess. Default value: 0.2 | |
| texture | specifies an ordered list of Texture nodes, to support multitexturing. Default value: [ ] | |
| sceneBlend | specifies the kind of blending this material has with the existing contents of the scene. Possible values: "NONE" : no blending is specified. "ADD" : The color of the rendering output is added to the scene. Good for exposions, flares, lights, ghosts etc. "MODULATE" : The color of the rendering output is multiplied with the scene contents. Generally colors and darkens the scene, good for smoked glass, semi-transparent objects etc. "ALPHA_BLEND" : The alpha value of the rendering output is used as a mask. "COLOR_BLEND" : Color the scene based on the brightness of the input colors, but don't darken. Default value: "NONE" | |
| depthCheck | specifies whether this material renders with depth-buffer checking on or not. Default value: true | |
| depthWrite | specifies whether this material renders with depth-buffer writing on or not. Default value: true |
XXX To be written
1.4.3