Describes the NxParameterized::Interface for 'GraphicsMaterialData' : Contains the asset properties for this graphics material. More...
#include <params.h>
Public Attributes | |
| String | Name |
| 'Name' : The name of this graphics material | |
| String | ApplicationMaterialName |
| 'ApplicationMaterialName' : The name of the material to match up with the application's material system | |
| String | UserProperties |
| 'UserProperties' : Optional user properties string | |
| RenderTechnique | RenderTechnique |
| 'RenderTechnique' : Which sprite rendering technique to apply | |
| String | DiffuseTexture |
| 'DiffuseTexture' : The diffuse source texture to render the sprite with. | |
| U32 | CellColumn |
| 'CellColumn' : The number of columns in the celled texture | |
| U32 | CellRow |
| 'CellRow' : The number of rows in the celled texture | |
| U32 | CellCount |
| 'CellCount' : The total number of frames in the celled animation | |
| Bool | CrossBlend |
| 'CrossBlend' : True if cross blending celled animated sprites | |
| F32 | ColorMultiplier |
| 'ColorMultiplier' : Multiply this constant times the output color | |
| Bool | UsePSM |
| 'UsePSM' : Whether or not to use the PSM pipeline or not | |
| Resolution | Resolution |
| 'Resolution' : Whether or not to use full-res, half-res, quarter res, or multi-resoluation particle rendering | |
| U32 | FullResPercent |
| 'FullResPercent' : Percentage of particles to render at full resolution, is using the multi-res feature | |
| U32 | HalfResPercent |
| 'HalfResPercent' : Percentage of particles to reunder at half-resolution; remaining percentage maps to quarter resolution if rendering using the multi-res feature | |
| F32 | PSM_ShadowBias |
| 'PSM_ShadowBias' : Helpful ToolTip goes here | |
| Bool | PSM_Frustum.ShowFrustum |
| 'PSM_Frustum.ShowFrustum' : Debug visualize the frustum | |
| F32 | PSM_Frustum.FrustumDepth |
| 'PSM_Frustum.FrustumDepth' : The depth to use to build the non-orthographic projection | |
| F32 | PSM_Frustum.FrustumSize |
| 'PSM_Frustum.FrustumSize' : The overall bounding volume width/height to use to compute the PSM view frustum | |
Describes the NxParameterized::Interface for 'GraphicsMaterialData' : Contains the asset properties for this graphics material.
GraphicsMaterialData contains 18 fully qualified names --------------------------------------------- 1 : String Name 2 : String ApplicationMaterialName 3 : String UserProperties 4 : RenderTechnique RenderTechnique 5 : String DiffuseTexture 6 : U32 CellColumn 7 : U32 CellRow 8 : U32 CellCount 9 : Bool CrossBlend 10 : F32 ColorMultiplier 11 : Bool UsePSM 12 : Resolution Resolution 13 : U32 FullResPercent 14 : U32 HalfResPercent 15 : F32 PSM_ShadowBias 16 : Bool PSM_Frustum.ShowFrustum 17 : F32 PSM_Frustum.FrustumDepth 18 : F32 PSM_Frustum.FrustumSize
'ApplicationMaterialName' : The name of the material to match up with the application's material system
'CellColumn' : The number of columns in the celled texture
'CellCount' : The total number of frames in the celled animation
'CellRow' : The number of rows in the celled texture
'ColorMultiplier' : Multiply this constant times the output color
'CrossBlend' : True if cross blending celled animated sprites
'DiffuseTexture' : The diffuse source texture to render the sprite with.
'FullResPercent' : Percentage of particles to render at full resolution, is using the multi-res feature
'HalfResPercent' : Percentage of particles to reunder at half-resolution; remaining percentage maps to quarter resolution if rendering using the multi-res feature
| String GraphicsMaterialData::Name |
'Name' : The name of this graphics material
'PSM_Frustum.FrustumDepth' : The depth to use to build the non-orthographic projection
'PSM_Frustum.FrustumSize' : The overall bounding volume width/height to use to compute the PSM view frustum
'PSM_Frustum.ShowFrustum' : Debug visualize the frustum
'PSM_ShadowBias' : Helpful ToolTip goes here
'RenderTechnique' : Which sprite rendering technique to apply
'Resolution' : Whether or not to use full-res, half-res, quarter res, or multi-resoluation particle rendering
'UsePSM' : Whether or not to use the PSM pipeline or not
'UserProperties' : Optional user properties string