Material.h
void NextTextureFrame()
Iterates all textures to the next texture frame.
Default material. No lighting. The color is determined by the Ambient color.
float specularAmount
The amount of specular light that should be allowed.
Definition: Material.h:72
Definition: AssetID.h:37
Interprets the texture as an RGBA texture.
void SetProgram(CoreProgram)
Alters the rendering method to a built-in rendering program.
CoreProgram
The shader type alters how the attributes of the Material are interpreted.
Definition: Material.h:98
float userData[32]
Data that depends on the drawing mode. In implementations that support shaders, this can be used as y...
Definition: Material.h:85
Interprets the texture as a normal map. Each 4-pixel component is interpreted as a normal vector...
void SetFramebufferSource(Camera &)
Sets the given camera as the source framebuffer.
Assets are referred to by an AssetID. The AssetID uniquely refers to an Asset stored within memory...
Definition: AssetID.h:42
Color specular
The specular color of the material.
Definition: Material.h:68
Color diffuse
The diffuse color of the material.
Definition: Material.h:64
float shininess
The amount of reflected specular light.
Definition: Material.h:80
Color ambient
The ambient color of the material.
Definition: Material.h:60
Lighting material. The lighting shader is guaranteed to follow and Phong-like shading model...
Interprets the texture as a shiny map. Each red component of each 4-pixel is interpreted as a shiny v...
float diffuseAmount
The amount of diffuse light that should be allowed.
Definition: Material.h:76