Home | Features | Roadmap | Learn | Documentation | ||
Latest version: Tramway SDK 0.0.9 Github Quick links Home Get Started |
MaterialMaterials are used to describe the properties of geometry primitive surfaces.
If a material is set to use a texture image, these images will be loaded
from the
Materials can be defined through code, or they can be defined through a
material list file. These files are located in the PropertiesTextureOptional texture image. TypeDetermines how the surface is rendered. For the OpenGL backend this determines which shader is used. PropertyDetermines what the material is made of. Useful for determining which sound to use when collision happens with object, or which particle effect to spawn. FilterDetermines how the texture of the material will be interpolated. Texture typeAllows the material to not use its own texture, instead using a plain color, or allows it to use another material's texture. ColorIf a material has no texture, it will use appear as this color. Otherwise the texture of the material will be tinted with this color. Specular weightFloating point value between 0.0 and 1.0. Determines how visible the specular reflections of the material are. Setting this to 0.0 essentially disables specular reflections. Specular exponentFloating point value from 1.0 to higher. Determines how wide the specular reflection will be. Higher values means narrower relection. Specular transparencyFloating point value between 0.0 and 1.0. Determines whether the material absorbs any of the specular reflection. Setting this to 0.0 will make the material absorb the specular reflection just like it does with diffuse and setting this to 1.0 will have the specular reflection be the same color as the light source. Material typesMost of these material types are accepted by all backends. If using OpenGL backed, you can register new material types and set their shaders.
Texture |
|
|
|