class Prism::Material
- Prism::Material
- Crash::Component
- Reference
- Object
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.crInstance Method Summary
- #color : Prism::Maths::Vector3f
- #color=(color : Prism::Maths::Vector3f)
-
#has_transparency=(has_transparency : Bool)
Indicates that this material has transparency
-
#has_transparency? : Bool
Checks if this material has any transparency
- #reflectivity : Float32
- #reflectivity=(reflectivity : Float32)
- #shine_damper : Float32
- #shine_damper=(shine_damper : Float32)
- #use_fake_lighting : Bool
- #use_fake_lighting=(use_fake_lighting : Bool)
-
#wire_frame=(wire_frame : Bool)
Indicates that this material has transparency
- #wire_frame? : Bool