메소드 | 설명 | |
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AddReference ( ) : void | ||
EvaluateRegisters ( float ®isters, float shaderParms, |
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EvaluateRegisters ( float ®isters, float shaderParms, |
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GetStage ( int index ) : |
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Parse ( string text ) : bool |
Parses the current material definition and finds all necessary images.
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TestMaterialFlag ( MaterialFlags flag ) : bool |
Test for existance of specific material flag(s).
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idMaterial ( ) : System |
메소드 | 설명 | |
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ClearData ( ) : void | ||
GenerateDefaultText ( ) : bool |
메소드 | 설명 | |
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AddImplicitStages ( TextureRepeat textureRepeatDefault = TextureRepeat.Repeat ) : void |
Adds implicit stages to the material. If a material has diffuse or specular stages without any bump stage, add an implicit _flat bumpmap stage. It is valid to have either a diffuse or specular without the other. It is valid to have a reflection map and a bump map for bumpy reflection. |
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AppendToken ( StringBuilder b, |
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CheckForConstantRegisters ( ) : void |
As of 5/2/03, about half of the unique materials loaded on typical maps are constant, but 2/3 of the surface references are. This is probably an optimization of dubious value.
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CheckSurfaceParameter ( |
See if the current token matches one of the surface parameter bit flags.
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Clear ( ) : void | ||
EmitOp ( int a, int b, ExpressionOperationType opType ) : int | ||
GetDestinationBlendMode ( string name ) : MaterialStates | ||
GetExpressionConstant ( float f ) : int | ||
GetExpressionOperation ( ) : |
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GetExpressionTemporary ( ) : int | ||
GetSourceBlendMode ( string name ) : MaterialStates | ||
MatchAndAppendToken ( StringBuilder b, |
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MatchToken ( |
Sets defaultShader and returns false if the next token doesn't match.
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MultiplyTextureMatrix ( |
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ParseBlend ( |
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ParseDecalInfo ( |
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ParseDeform ( |
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ParseEmitOp ( |
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ParseExpression ( |
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ParseExpressionPriority ( |
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ParseFragmentMap ( |
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ParseMaterial ( |
Parses the material, if there are any errors during parsing the defaultShader will be set.
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ParsePastImageProgram ( |
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ParseSort ( |
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ParseStage ( |
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ParseTerm ( |
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ParseVertexParameter ( |
Parses a vertex parameter. If there is a single value, it will be repeated across all elements. If there are two values, 3 = 0.0, 4 = 1.0. if there are three values, 4 = 1.0. |
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SortInteractionStages ( ) : void |
Sorts the shader stages. The renderer expects bump, then diffuse, then specular There can be multiple bump maps, followed by additional diffuse and specular stages, which allows cross-faded bump mapping. |
public EvaluateRegisters ( float ®isters, float shaderParms, |
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registers | float | |
shaderParms | float | |
view | ||
리턴 | void |
public EvaluateRegisters ( float ®isters, float shaderParms, |
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registers | float | |
shaderParms | float | |
view | ||
soundEmitter | idSoundEmitter | |
리턴 | void |
public TestMaterialFlag ( MaterialFlags flag ) : bool | ||
flag | MaterialFlags | |
리턴 | bool |