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