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virtual void | setTexture (const std::string &aName, texture_ptr_type aTexturePointer)=0 |
| assigns a texture to the material. More...
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virtual void | setFloat (const std::string &aName, float aValue)=0 |
| assigns a float to the material.
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virtual void | setVector2 (const std::string &aName, graphics_vector2_type aValue)=0 |
| assigns a 2 component vector
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virtual void | setVector3 (const std::string &aName, graphics_vector3_type aValue)=0 |
| assigns a 3 component vector
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virtual void | setVector4 (const std::string &aName, graphics_vector4_type aValue)=0 |
| assigns a 4 component vector
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virtual void | setInteger (const std::string &aName, int aValue)=0 |
| assigns an integer to the material.
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virtual void | setInteger2 (const std::string &aName, int aValue1, int aValue2)=0 |
| assigns a 2 integer array to the material.
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virtual void | setInteger3 (const std::string &aName, int aValue1, int aValue2, int aValue3)=0 |
| assigns a 3 integer array to the material.
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virtual void | setInteger4 (const std::string &aName, int aValue1, int aValue2, int aValue3, int aValue4)=0 |
| assigns a 4 integer array to the material.
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decides how models using the material should be drawn.
This includes expected effects, such as texture colors, lightning, but can also include unexpected effects, like vertex displacements, transformations. Material is really pipeline state and persistent uniform values