class Prism::Material

Overview

Contains some extra metadata about how an object should be rendered

TODO I don't like this. It's far too specific and not very flexible. We need some material values for terrain, and different ones for other entities. We probably need to just have a different material class for terrain and entities.

TODO It may be fine to put all of these in the texture. These are all optional values anyway.

Defined in:

prism/stdlib/material.cr

Instance Method Summary

Instance Method Detail


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def color=(color : Prism::Maths::Vector3f) #

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def has_transparency=(has_transparency : Bool) #

Indicates that this material has transparency


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def has_transparency? : Bool #

Checks if this material has any transparency


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def reflectivity : Float32 #

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def reflectivity=(reflectivity : Float32) #

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def shine_damper : Float32 #

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def shine_damper=(shine_damper : Float32) #

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def use_fake_lighting : Bool #

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def use_fake_lighting=(use_fake_lighting : Bool) #

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def wire_frame=(wire_frame : Bool) #

Indicates that this material has transparency


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def wire_frame? : Bool #

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