Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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Divide::Material::Properties Member List

This is the complete list of members for Divide::Material::Properties, including all inherited members.

baseColour(const FColour4 &colour) noexceptDivide::Material::Properties
bumpMethod(BumpMethod newBumpMethod) noexceptDivide::Material::Properties
doubleSided(bool state) noexceptDivide::Material::Properties
hardwareSkinning(bool state) noexceptDivide::Material::Properties
ignoreTexDiffuseAlpha(bool state) noexceptDivide::Material::Properties
isInstanced(bool state) noexceptDivide::Material::Properties
isRefractive(bool state) noexceptDivide::Material::Properties
isStatic(bool state) noexceptDivide::Material::Properties
loadFromXML(const std::string &entryName, const boost::property_tree::ptree &pt)Divide::Material::Propertiesprotected
MaterialDivide::Material::Propertiesfriend
PROPERTY_R(FColour4, baseColour, DefaultColours::WHITE)Divide::Material::Properties
PROPERTY_R(BumpMethod, bumpMethod, BumpMethod::NONE)Divide::Material::Properties
PROPERTY_R(bool, receivesShadows, true)Divide::Material::Properties
PROPERTY_R(bool, isStatic, false)Divide::Material::Properties
PROPERTY_R(bool, isInstanced, false)Divide::Material::Properties
PROPERTY_R(bool, hardwareSkinning, false)Divide::Material::Properties
PROPERTY_R(bool, texturesInFragmentStageOnly, true)Divide::Material::Properties
PROPERTY_R(bool, isRefractive, false)Divide::Material::Properties
PROPERTY_R(bool, doubleSided, false)Divide::Material::Properties
PROPERTY_R(ShadingMode, shadingMode, ShadingMode::COUNT)Divide::Material::Properties
PROPERTY_R(TranslucencySource, translucencySource, TranslucencySource::COUNT)Divide::Material::Properties
PROPERTY_R(bool, usePackedOMR, false)Divide::Material::Properties
PROPERTY_R_IW(bool, cullUpdated, false)Divide::Material::Properties
PROPERTY_R_IW(bool, transparencyUpdated, false)Divide::Material::Properties
PROPERTY_R_IW(bool, needsNewShader, true)Divide::Material::Properties
PROPERTY_RW(FColour3, specular, DefaultColours::BLACK)Divide::Material::Properties
PROPERTY_RW(FColour3, emissive, DefaultColours::BLACK)Divide::Material::Properties
PROPERTY_RW(FColour3, ambient, DefaultColours::BLACK)Divide::Material::Properties
PROPERTY_RW(SpecularGlossiness, specGloss)Divide::Material::Properties
PROPERTY_RW(F32, shininess, 0.f)Divide::Material::Properties
PROPERTY_RW(F32, metallic, 0.f)Divide::Material::Properties
PROPERTY_RW(F32, roughness, 0.5f)Divide::Material::Properties
PROPERTY_RW(F32, occlusion, 1.0f)Divide::Material::Properties
PROPERTY_RW(F32, parallaxFactor, 1.0f)Divide::Material::Properties
PROPERTY_RW(Overrides, overrides)Divide::Material::Properties
receivesShadows(bool state) noexceptDivide::Material::Properties
saveToXML(const std::string &entryName, boost::property_tree::ptree &pt) constDivide::Material::Propertiesprotected
shadingMode(ShadingMode mode) noexceptDivide::Material::Properties
texturesInFragmentStageOnly(bool state) noexceptDivide::Material::Properties
toggleTransparency(bool state) noexceptDivide::Material::Properties
useAlphaDiscard(bool state) noexceptDivide::Material::Properties