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Refactor the way you set material properties

Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
This commit is contained in:
Gregor Parzefall 2023-06-23 11:33:23 +02:00 committed by sfan5
parent 128d22e6ee
commit 307e380f30
15 changed files with 202 additions and 171 deletions

View file

@ -66,11 +66,11 @@ void GUIScene::setTexture(u32 idx, video::ITexture *texture)
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, false);
material.setFlag(video::EMF_ZWRITE_ENABLE, true);
material.Lighting = false;
material.FogEnable = true;
material.TextureLayer[0].BilinearFilter = false;
material.BackfaceCulling = false;
material.ZWriteEnable = video::EZW_AUTO;
}
void GUIScene::draw()