// Copyright (C) 2002-2008 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __E_MATERIAL_FLAGS_H_INCLUDED__ #define __E_MATERIAL_FLAGS_H_INCLUDED__ namespace irr { namespace video { //! Material flags enum E_MATERIAL_FLAG { //! Draw as wireframe or filled triangles? Default: false EMF_WIREFRAME = 0, //! Draw as point cloud or filled triangles? Default: false EMF_POINTCLOUD, //! Flat or Gouraud shading? Default: true EMF_GOURAUD_SHADING, //! Will this material be lighted? Default: true EMF_LIGHTING, //! Is the ZBuffer enabled? Default: true EMF_ZBUFFER, //! May be written to the zbuffer or is it readonly. Default: true //! This flag is ignored, if the material type is a transparent type. EMF_ZWRITE_ENABLE, //! Is backface culling enabled? Default: true EMF_BACK_FACE_CULLING, //! Is frontface culling enabled? Default: false EMF_FRONT_FACE_CULLING, //! Is bilinear filtering enabled? Default: true EMF_BILINEAR_FILTER, //! Is trilinear filtering enabled? Default: false //! If the trilinear filter flag is enabled, //! the bilinear filtering flag is ignored. EMF_TRILINEAR_FILTER, //! Is anisotropic filtering? Default: false //! In Irrlicht you can use anisotropic texture filtering in //! conjunction with bilinear or trilinear texture filtering //! to improve rendering results. Primitives will look less //! blurry with this flag switched on. EMF_ANISOTROPIC_FILTER, //! Is fog enabled? Default: false EMF_FOG_ENABLE, //! Normalizes normals.You can enable this if you need //! to scale a dynamic lighted model. Usually, its normals will get scaled //! too then and it will get darker. If you enable the EMF_NORMALIZE_NORMALS flag, //! the normals will be normalized again, and the model will look as bright as it should. EMF_NORMALIZE_NORMALS, //! Access to all layers texture wrap settings. Overwrites separate layer settings. EMF_TEXTURE_WRAP, //! This is not a flag, but a value indicating how much flags there are. EMF_MATERIAL_FLAG_COUNT }; } // end namespace video } // end namespace irr #endif // __E_MATERIAL_FLAGS_H_INCLUDED__