Irrlicht 3D Engine
EMaterialFlags.h
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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 
8 namespace irr
9 {
10 namespace video
11 {
12 
15  {
18 
21 
24 
26  EMF_LIGHTING = 0x8,
27 
29  EMF_ZBUFFER = 0x10,
30 
32 
34 
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39 
41 
44 
46 
49 
51 
56 
58  EMF_FOG_ENABLE = 0x800,
59 
61 
67 
69  EMF_TEXTURE_WRAP = 0x2000,
70 
73 
75  EMF_COLOR_MASK = 0x8000,
76 
78  EMF_COLOR_MATERIAL = 0x10000,
79 
81  EMF_USE_MIP_MAPS = 0x20000,
82 
85 
87  EMF_POLYGON_OFFSET = 0x80000,
88 
90  EMF_BLEND_FACTOR = 0x160000
91  };
92 
93 } // end namespace video
94 } // end namespace irr
95 
96 
97 #endif // __E_MATERIAL_FLAGS_H_INCLUDED__
98 
Is backface culling enabled? Default: true.
Is fog enabled? Default: false.
Is the ZBuffer enabled? Default: true.
Flag for blend operation.
Everything in the Irrlicht Engine can be found in this namespace.
Definition: aabbox3d.h:12
ColorMaterial enum for vertex color interpretation.
ColorMask bits, for enabling the color planes.
Is bilinear filtering enabled? Default: true.
Normalizes normals. Default: false.
Flag for blend factor.
Is anisotropic filtering? Default: false.
Flag for enabling/disabling mipmap usage.
May be written to the zbuffer or is it readonly. Default: true.
Will this material be lighted? Default: true.
E_MATERIAL_FLAG
Material flags.
Flat or Gouraud shading? Default: true.
Access to all layers texture wrap settings. Overwrites separate layer settings.
Is trilinear filtering enabled? Default: false.
Draw as wireframe or filled triangles? Default: false.
Is frontface culling enabled? Default: false.
Draw as point cloud or filled triangles? Default: false.
Flag for polygon offset.