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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __E_MATERIAL_FLAGS_H_INCLUDED__
6#define __E_MATERIAL_FLAGS_H_INCLUDED__
7
8namespace irr
9{
10namespace video
11{
12
13 //! Material flags
14 enum E_MATERIAL_FLAG
15 {
16 //! Draw as wireframe or filled triangles? Default: false
17 EMF_WIREFRAME = 0x1,
18
19 //! Draw as point cloud or filled triangles? Default: false
20 EMF_POINTCLOUD = 0x2,
21
22 //! Flat or Gouraud shading? Default: true
23 EMF_GOURAUD_SHADING = 0x4,
24
25 //! Will this material be lighted? Default: true
26 EMF_LIGHTING = 0x8,
27
28 //! Is the ZBuffer enabled? Default: true
29 EMF_ZBUFFER = 0x10,
30
31 //! May be written to the zbuffer or is it readonly. Default: true
32 /** This flag is ignored, if the material type is a transparent type. */
33 EMF_ZWRITE_ENABLE = 0x20,
34
35 //! Is backface culling enabled? Default: true
36 EMF_BACK_FACE_CULLING = 0x40,
37
38 //! Is frontface culling enabled? Default: false
39 /** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
40 EMF_FRONT_FACE_CULLING = 0x80,
41
42 //! Is bilinear filtering enabled? Default: true
43 EMF_BILINEAR_FILTER = 0x100,
44
45 //! Is trilinear filtering enabled? Default: false
46 /** If the trilinear filter flag is enabled,
47 the bilinear filtering flag is ignored. */
48 EMF_TRILINEAR_FILTER = 0x200,
49
50 //! Is anisotropic filtering? Default: false
51 /** In Irrlicht you can use anisotropic texture filtering in
52 conjunction with bilinear or trilinear texture filtering
53 to improve rendering results. Primitives will look less
54 blurry with this flag switched on. */
55 EMF_ANISOTROPIC_FILTER = 0x400,
56
57 //! Is fog enabled? Default: false
58 EMF_FOG_ENABLE = 0x800,
59
60 //! Normalizes normals. Default: false
61 /** You can enable this if you need to scale a dynamic lighted
62 model. Usually, its normals will get scaled too then and it
63 will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
64 the normals will be normalized again, and the model will look
65 as bright as it should. */
66 EMF_NORMALIZE_NORMALS = 0x1000,
67
68 //! Access to all layers texture wrap settings. Overwrites separate layer settings.
69 EMF_TEXTURE_WRAP = 0x2000,
70
71 //! AntiAliasing mode
72 EMF_ANTI_ALIASING = 0x4000,
73
74 //! ColorMask bits, for enabling the color planes
75 EMF_COLOR_MASK = 0x8000,
76
77 //! ColorMaterial enum for vertex color interpretation
78 EMF_COLOR_MATERIAL = 0x10000,
79
80 //! Flag for enabling/disabling mipmap usage
81 EMF_USE_MIP_MAPS = 0x20000,
82
83 //! Flag for blend operation
84 EMF_BLEND_OPERATION = 0x40000,
85
86 //! Flag for polygon offset
87 EMF_POLYGON_OFFSET = 0x80000
88 };
89
90} // end namespace video
91} // end namespace irr
92
93
94#endif // __E_MATERIAL_FLAGS_H_INCLUDED__
95