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MaterialInline Class Reference

MaterialInline presents a material loaded from a material file. More...

Inheritance diagram for MaterialInline:

MaterialNode Node IMaterial Object List of all members.

Detailed Description

MaterialInline presents a material loaded from a material file.

Material description file formats currently supported include:

Authoring Interface:

        MaterialInline {
            field    SFString   name        ""
            field    MFString   assetURLs   []
        }

Parameters:
name provides the Material name from the specified .material file. A .material file may contain many material definitions, this field specifies which material
assetURLs specifies the material filenames to be loaded and used in the scene. Default value: [] is to be used for this node. Default value: ""
Remarks:
The properties of this node can be changed by accessing them in lua, for example: MaterialInline { DEF = "MAT1", name = "Heart" assetURLs = { "heart.program", "heart.material"}, } self.MAT1.technique[0].pass[0].ambient = Color.WHITE
The list of properties :

1 ) SFBoolean lod_distances This attribute controls the distances at which different Techniques can come into effect.

2 ) SFBoolean receive_shadows This attribute controls whether objects using this material can have shadows cast upon them.

3 ) SFBoolean transparency_casts_shadows This attribute controls whether transparent materials can cast certain kinds of shadow.

4 ) MFNode technique A material can be made up of many techniques - a technique is one way of achieving the effect you are looking for. You can supply more than one technique in order to provide fallback approaches where a card does not have the ability to render the preferred technique, or where you wish to define lower level of detail versions of the material in order to conserve rendering power when objects are more distant.

4.1 ) SFInt32 lod_index Sets the level-of-detail (LOD) index this Technique belongs to.

4.2 ) MFNode pass Each technique can be made up of many passes (See section 3.1.2 Passes), that is a complete render of the object can be performed multiple times with different settings in order to produce composite effects.

4.2.1 ) ambient 4.2.2 ) diffuse 4.2.3 ) specular 4.2.4 ) emissive 4.2.5 ) scene_blend 4.2.6 ) depth_check 4.2.7 ) depth_write 4.2.8 ) depth_func 4.2.9 ) depth_bias 4.2.10 ) alpha_rejection 4.2.11 ) cull_hardware 4.2.12 ) cull_software 4.2.13 ) lighting 4.2.14 ) shading 4.2.15 ) fog_override 4.2.16 ) colour_write 4.2.17 ) max_lights 4.2.18 ) iteration 4.2.19 ) MFNode texture_unit

4.2.19.1 ) texture 4.2.19.2 ) anim_texture 4.2.19.3 ) cubic_texture 4.2.19.4 ) tex_coord_set 4.2.19.5 ) tex_address_mode 4.2.19.6 ) filtering 4.2.19.7 ) max_anisotropy 4.2.19.8 ) colour_op 4.2.19.9 ) colour_op_ex 4.2.19.10 ) colour_op_multipass_fallback 4.2.19.11 ) alpha_op_ex 4.2.19.12 ) env_map 4.2.19.13 ) scroll 4.2.19.14 ) scroll_anim 4.2.19.15 ) rotate 4.2.19.16 ) rotate_anim 4.2.19.17 ) scale 4.2.19.18 ) wave_xform

Functionality:

XXX To be written


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