stk-code_catmod/lib/irrlicht/include/EMaterialFlags.h
curaga 448a7d02bd irr: Add materialtype override
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@13005 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2013-06-28 12:11:44 +00:00

99 lines
2.8 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MATERIAL_FLAGS_H_INCLUDED__
#define __E_MATERIAL_FLAGS_H_INCLUDED__
namespace irr
{
namespace video
{
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
EMF_WIREFRAME = 0x1,
//! Draw as point cloud or filled triangles? Default: false
EMF_POINTCLOUD = 0x2,
//! Flat or Gouraud shading? Default: true
EMF_GOURAUD_SHADING = 0x4,
//! Will this material be lighted? Default: true
EMF_LIGHTING = 0x8,
//! Is the ZBuffer enabled? Default: true
EMF_ZBUFFER = 0x10,
//! May be written to the zbuffer or is it readonly. Default: true
/** This flag is ignored, if the material type is a transparent type. */
EMF_ZWRITE_ENABLE = 0x20,
//! Is backface culling enabled? Default: true
EMF_BACK_FACE_CULLING = 0x40,
//! Is frontface culling enabled? Default: false
/** Overrides EMF_BACK_FACE_CULLING if both are enabled. */
EMF_FRONT_FACE_CULLING = 0x80,
//! Is bilinear filtering enabled? Default: true
EMF_BILINEAR_FILTER = 0x100,
//! Is trilinear filtering enabled? Default: false
/** If the trilinear filter flag is enabled,
the bilinear filtering flag is ignored. */
EMF_TRILINEAR_FILTER = 0x200,
//! Is anisotropic filtering? Default: false
/** In Irrlicht you can use anisotropic texture filtering in
conjunction with bilinear or trilinear texture filtering
to improve rendering results. Primitives will look less
blurry with this flag switched on. */
EMF_ANISOTROPIC_FILTER = 0x400,
//! Is fog enabled? Default: false
EMF_FOG_ENABLE = 0x800,
//! Normalizes normals. Default: false
/** You can enable this if you need to scale a dynamic lighted
model. Usually, its normals will get scaled too then and it
will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
the normals will be normalized again, and the model will look
as bright as it should. */
EMF_NORMALIZE_NORMALS = 0x1000,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
EMF_TEXTURE_WRAP = 0x2000,
//! AntiAliasing mode
EMF_ANTI_ALIASING = 0x4000,
//! ColorMask bits, for enabling the color planes
EMF_COLOR_MASK = 0x8000,
//! ColorMaterial enum for vertex color interpretation
EMF_COLOR_MATERIAL = 0x10000,
//! Flag for enabling/disabling mipmap usage
EMF_USE_MIP_MAPS = 0x20000,
//! Flag for blend operation
EMF_BLEND_OPERATION = 0x40000,
//! Flag for polygon offset
EMF_POLYGON_OFFSET = 0x80000,
//! MaterialType override
EMF_MATERIAL_TYPE = 0x100000
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_FLAGS_H_INCLUDED__