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[1 introduction] [2 overview] [3 reference] [4 GUI] IndexE3dMaterial_Print E3dMaterial_AppendTexture E3dMaterial_InsertTexture E3dMaterial_AddTexture E3dMaterial_RemoveTexture E3dMaterial_UpdateClone E3dMaterial_SetShader E3dMaterial_ConvertShader E3dMaterial_GetDiffuseColorRGB E3dMaterial_PrintPrint out the attributes of a MaterialSyntax Argument Description Prints the attributes of the given Material to the standard output. Return value None. E3dMaterial_AppendTextureAppend a Texture to a MaterialSyntax Arguments Description Appends the given Texture to the given Material's dynamically allocated Textures array. Return value None. E3dMaterial_InsertTextureAppend a Texture to a MaterialSyntax Arguments Description Insert the given Texture to the given Material's Textures array, before the index LWhere. Return value None. E3dMaterial_AddTextureAdd a Texture to a MaterialSyntax Arguments Description Creates a new Texture and adds it to the given Material. Return value Pointer to the new Texture, or NULL in case of an error E3dMaterial_RemoveTextureRemove a Texture from a MaterialSyntax Arguments Description Removes the given Texture from the given Material's dynamically allocated Textures array. Return value None. E3dMaterial_UpdateCloneUpdate a Material's clone when the original changesSyntax Arguments Description Checks if PDstMaterial->ChangeCount < PSrcMaterial->ChangeCount and if so, applies changes in PSrcMaterial to PDstMaterial. If PRenderer is not NULL, anisotropic texture sampline and color model (RGB vs. spectral) parameters are used from it. / Otherwise anisotropic sampline will be disabled and the color model will be RGB on PDstMaterial's Textures. Return value E3dChg flags to indicate what changed. See also E3dMaterial_SetShaderSet a Material's ShaderSyntax Argument Description Sets the Shader on PMaterial. If PMaterial already had a Shader, that Shader will be freed. Return value None. See also E3dMaterial_ConvertShaderSet a Material's ShaderSyntax Argument Description Sets the Shader on PMaterial. If PMaterial already had a Shader, this funcion will attempt to convert that Shader to the Class of the new Shader and then free the old Shader. Return value None. See also E3dMaterial_GetDiffuseColorRGBReturns the "Diffuse" color of a Material's shaderSyntax Arguments Description If PMaterial's Shader has a Resource called "Diffuse" that is type EResFLOAT32_3 or EResCOLOR, return it as RGB values in PResult. Return value TRUE if a Diffuse color was found, otherwise FALSE. |