Materials

Function CreateMaterial()

Returns a new material.


Sub DeleteMaterial(material_id)

Removes a material from memory.

NOTE: In the case of actor materials, this will simple drop the reference to it but it will not remove the material from the actor.


Sub SetActorMaterial(actor, material_num, material_id)

Sets a material on an actor.

Note: Generally you just want to set material zero but actors can have multiple materials depending on the model format.

See also

GetActorMaterial()


Function GetActorMaterial(actor, material_num)

Returns an actor’s material id.

Actor’s can have multiple materials but generally you want material 0 for most Actor’s.


Function CopyActorMaterial(smaterial_id)

Returns a material id for a copy of an actor's material.


Function CopyMaterial(smaterial_id)

Returns a copy of a material.


Function SetMaterialTextureCanvas(material_id, level, canvas_id)

Sets a material’s texture source as a canvas.


Sub SetMaterialAmbientColor(material_id, color)

Sets the ambient color of a material.


Function GetMaterialAmbientColor(material_id)

Returns the ambient color of a material.


Sub SetMaterialAntiAliasing(material_id, aa)

Sets the anti-aliasing mode for the material.

Possible modes returned

  • AA_MODE_OFF
  • AA_MODE_SIMPLE
  • AA_MODE_QUALITY
  • AA_MODE_LINE_SMOOTH
  • AA_MODE_POINT_SMOOTH
  • AA_MODE_FULL_BASIC
  • AA_MODE_ALPHA_TO_COVERAGE

Function GetMaterialAntiAliasing(material_id)

Returns the anti-aliasing mode for the material.

Possible modes returned

  • AA_MODE_OFF
  • AA_MODE_SIMPLE
  • AA_MODE_QUALITY
  • AA_MODE_LINE_SMOOTH
  • AA_MODE_POINT_SMOOTH
  • AA_MODE_FULL_BASIC
  • AA_MODE_ALPHA_TO_COVERAGE

See also

SetMaterialAntiAliasing()


Sub SetMaterialBackfaceCulling(material_id, flag)

Enables or disables material backface culling.

See also

GetMaterialBackfaceCulling()


Function GetMaterialBackfaceCulling(material_id)

Returns true if backface culling is enabled for a material.

See also

SetMaterialBackfaceCulling()


Sub SetMaterialBlendFactor(material_id, bf)

Sets the blend factor for a material.


Function GetMaterialBlendFactor(material_id)

Returns a materials blend factor.


Sub SetMaterialBlendMode(material_id, blend_mode)

Sets a material’s blend mode.

Possible Blend Modes:

  • BLEND_MODE_NONE
  • BLEND_MODE_ADD
  • BLEND_MODE_SUBTRACT
  • BLEND_MODE_REVSUBTRACT
  • BLEND_MODE_MIN
  • BLEND_MODE_MAX
  • BLEND_MODE_MIN_FACTOR
  • BLEND_MODE_MAX_FACTOR
  • BLEND_MODE_MIN_ALPHA
  • BLEND_MODE_MAX_ALPHA

See also

SetMaterialBlendMode()


Function GetMaterialBlendMode(material_id)

Returns a materials blend mode.

Possible Blend Modes:

  • BLEND_MODE_NONE
  • BLEND_MODE_ADD
  • BLEND_MODE_SUBTRACT
  • BLEND_MODE_REVSUBTRACT
  • BLEND_MODE_MIN
  • BLEND_MODE_MAX
  • BLEND_MODE_MIN_FACTOR
  • BLEND_MODE_MAX_FACTOR
  • BLEND_MODE_MIN_ALPHA
  • BLEND_MODE_MAX_ALPHA

See also

SetMaterialBlendMode()


Sub SetMaterialColorMask(material_id, color_mask)

Sets a color mask for a material.

See also

GetMaterialColorMask()


Sub GetMaterialColorMask(material_id)

Returns the color mask for a material.


Sub SetMaterialColorMode(material_id, color_mask)

Sets the color mode of a material.

Possible modes:

  • COLOR_MODE_NONE
  • COLOR_MODE_DIFFUSE
  • COLOR_MODE_AMBIENT
  • COLOR_MODE_EMISSIVE
  • COLOR_MODE_SPECULAR
  • COLOR_MODE_DIFFUSE_AND_AMBIENT

See also

GetMaterialColorMode()


Sub GetMaterialColorMode(material_id)

Returns the color mode of a material.

Possible modes:

  • COLOR_MODE_NONE
  • COLOR_MODE_DIFFUSE
  • COLOR_MODE_AMBIENT
  • COLOR_MODE_EMISSIVE
  • COLOR_MODE_SPECULAR
  • COLOR_MODE_DIFFUSE_AND_AMBIENT

See also

SetMaterialColorMode()


Sub SetMaterialDiffuseColor(material_id, color)

Set’s a material’s diffuse color.


Function GetMaterialDiffuseColor(material_id)

Returns a material’s diffuse color

See also

SetMaterialDiffuseColor()


Sub SetMaterialEmissiveColor(material_id, color)

Set’s a material’s emissive color.


Function GetMaterialEmissiveColor(material_id)

Returns a material’s emissive color.

See also

SetMaterialEmissiveColor()


Sub SetMaterialFog(material_id, flag)

Enables or disables fog.


Function GetMaterialFog(material_id)

Returns true if fog is enabled for a material.

See also

SetMaterialFog()


Sub SetMaterialFrontFaceCulling(material_id, flag)

Enables or disables front face culling.


Function GetMaterialFrontfaceCulling(material_id)

Returns true if front face culling is enabled for a material.

See also

SetMaterialFrontfaceCulling()


Sub SetMaterialGouraudShading(material_id, flag)

Sets whether material will use gourad shading or flat shading.

True for goraud, False for flat.


Function SMaterialIsGouraudShaded(material_id)

Returns true if material is set to goraud shading.


Function MaterialIsAplhaBlend(material_id)

Returns true if alpha blending is enabled for a material.


Function MaterialIsTransparent(material_id)

Returns true if material is transparent.


Sub SetMaterialLighting(material_id, flag)

Sets whether material will be lighted or not.


Function MaterialIsLit(material_id)

Returns true if a material is affected by lights in the scene.

See also

SetMaterialLighting()


Sub SetMaterialType(material_id, mat_type)

Sets the material type.

Possible material types:

  • MATERIAL_TYPE_SOLID
  • MATERIAL_TYPE_SOLID_2_LAYER
  • MATERIAL_TYPE_LIGHTMAP
  • MATERIAL_TYPE_LIGHTMAP_ADD
  • MATERIAL_TYPE_LIGHTMAP_M2
  • MATERIAL_TYPE_LIGHTMAP_M4
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M2
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M4
  • MATERIAL_TYPE_DETAIL_MAP
  • MATERIAL_TYPE_SPHERE_MAP
  • MATERIAL_TYPE_REFLECTION_2_LAYER
  • MATERIAL_TYPE_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL_REF
  • MATERIAL_TYPE_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_TRANSPARENT_REFLECTION_2_LAYER
  • MATERIAL_TYPE_NORMAL_MAP_SOLID
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_PARALLAX_MAP_SOLID
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_ONETEXTURE_BLEND
  • FX_MATERIAL_TYPE_NORMAL_BLEND
  • FX_MATERIAL_TYPE_REFRACTION
  • FX_MATERIAL_TYPE_REFRACTION2
  • FX_MATERIAL_TYPE_GOOCH
  • FX_MATERIAL_TYPE_PLASTIC
  • FX_MATERIAL_TYPE_TANGENT
  • FX_MATERIAL_TYPE_SPEAKER
  • FX_MATERIAL_TYPE_PHONG_TEXTURE
  • FX_MATERIAL_TYPE_STYLE
  • FX_MATERIAL_TYPE_STYLE2
  • FX_MATERIAL_TYPE_STYLE3
  • FX_MATERIAL_TYPE_STYLE4

See also

GetMaterialType()


Function GetMaterialType(material_id)

Returns a material's type.

Possible types:

  • MATERIAL_TYPE_SOLID
  • MATERIAL_TYPE_SOLID_2_LAYER
  • MATERIAL_TYPE_LIGHTMAP
  • MATERIAL_TYPE_LIGHTMAP_ADD
  • MATERIAL_TYPE_LIGHTMAP_M2
  • MATERIAL_TYPE_LIGHTMAP_M4
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M2
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M4
  • MATERIAL_TYPE_DETAIL_MAP
  • MATERIAL_TYPE_SPHERE_MAP
  • MATERIAL_TYPE_REFLECTION_2_LAYER
  • MATERIAL_TYPE_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL_REF
  • MATERIAL_TYPE_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_TRANSPARENT_REFLECTION_2_LAYER
  • MATERIAL_TYPE_NORMAL_MAP_SOLID
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_PARALLAX_MAP_SOLID
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_ONETEXTURE_BLEND
  • FX_MATERIAL_TYPE_NORMAL_BLEND
  • FX_MATERIAL_TYPE_REFRACTION
  • FX_MATERIAL_TYPE_REFRACTION2
  • FX_MATERIAL_TYPE_GOOCH
  • FX_MATERIAL_TYPE_PLASTIC
  • FX_MATERIAL_TYPE_TANGENT
  • FX_MATERIAL_TYPE_SPEAKER
  • FX_MATERIAL_TYPE_PHONG_TEXTURE
  • FX_MATERIAL_TYPE_STYLE
  • FX_MATERIAL_TYPE_STYLE2
  • FX_MATERIAL_TYPE_STYLE3
  • FX_MATERIAL_TYPE_STYLE4

See also

SetMaterialType(), GetActorMaterialType(), SetActorMaterialType()


Sub SetMaterialNormalize(material_id, flag)

Sets whether normals should be normalized.


Function MaterialIsNormalized(material_id)

Returns true if material has normalized normals.


Sub SetMaterialPointCloud(material_id, flag)

Sets whether material is drawn as a point cloud or filled triangles.


Function MaterialIsPointCloud(material_id)

Returns true if material is set to render with point cloud.


Sub SetMaterialFlag(material_id, material_flag, f_value)

Sets the value of the specified material flag.

Possible values for flag:

  • MATERIAL_FLAG_WIREFRAME
  • MATERIAL_FLAG_POINTCLOUD
  • MATERIAL_FLAG_GOURAUD_SHADING
  • MATERIAL_FLAG_LIGHTING
  • MATERIAL_FLAG_ZBUFFER
  • MATERIAL_FLAG_ZWRITE_ENABLE
  • MATERIAL_FLAG_BACK_FACE_CULLING
  • MATERIAL_FLAG_FRONT_FACE_CULLING
  • MATERIAL_FLAG_BILINEAR_FILTER
  • MATERIAL_FLAG_TRILINEAR_FILTER
  • MATERIAL_FLAG_ANISOTROPIC_FILTER
  • MATERIAL_FLAG_FOG_ENABLE
  • MATERIAL_FLAG_NORMALIZE_NORMALS
  • MATERIAL_FLAG_TEXTURE_WRAP
  • MATERIAL_FLAG_ANTI_ALIASING
  • MATERIAL_FLAG_COLOR_MASK
  • MATERIAL_FLAG_COLOR_MATERIAL
  • MATERIAL_FLAG_USE_MIP_MAPS
  • MATERIAL_FLAG_BLEND_OPERATION
  • MATERIAL_FLAG_POLYGON_OFFSET

See also

GetMaterialFlag(), GetActorMaterialFlag()


Function GetMaterialFlag(material_id, material_flag)

Sets the value of the specified material flag.

Possible values for flag:

  • MATERIAL_FLAG_WIREFRAME
  • MATERIAL_FLAG_POINTCLOUD
  • MATERIAL_FLAG_GOURAUD_SHADING
  • MATERIAL_FLAG_LIGHTING
  • MATERIAL_FLAG_ZBUFFER
  • MATERIAL_FLAG_ZWRITE_ENABLE
  • MATERIAL_FLAG_BACK_FACE_CULLING
  • MATERIAL_FLAG_FRONT_FACE_CULLING
  • MATERIAL_FLAG_BILINEAR_FILTER
  • MATERIAL_FLAG_TRILINEAR_FILTER
  • MATERIAL_FLAG_ANISOTROPIC_FILTER
  • MATERIAL_FLAG_FOG_ENABLE
  • MATERIAL_FLAG_NORMALIZE_NORMALS
  • MATERIAL_FLAG_TEXTURE_WRAP
  • MATERIAL_FLAG_ANTI_ALIASING
  • MATERIAL_FLAG_COLOR_MASK
  • MATERIAL_FLAG_COLOR_MATERIAL
  • MATERIAL_FLAG_USE_MIP_MAPS
  • MATERIAL_FLAG_BLEND_OPERATION
  • MATERIAL_FLAG_POLYGON_OFFSET

See also

GetActorMaterialFlag()


Sub SetMaterialTexture(material_id, level, img_id)

Sets the texture on a specified texture level of a material.

Note: Generally you want to just set level 0.


Sub SetMaterialShininess(material_id, shininess)

Sets the size of specular highlights.

Values range from 0 to 128.


Function GetMaterialShininess(material_id)

Returns the shininess value for a material.

See also

SetMaterialShininess()


Sub SetMaterialSpecularColor(material_id, color)

Sets the specular color of a material.


Function GetMaterialSpecularColor(material_id)

Returns the specular color for a material.

See also

SetMaterialSpecularColor()


Sub SetMaterialThickness(material_id, thickness)

Sets the thickness of non 3d elements.


Function GetMaterialThickness(material_id)

Returns a material’s thickness value.

Thickness value is mainly for primitives such as lines.

See also

SetMaterialThickness()


Sub SetMaterialWireframe(material_id, flag)

Sets whether a material is draw as unfilled triangles or filled triangles.


Function MaterialIsWireframe(material_id)

Returns true if the material is rendered with non-filled triangles.


Sub SetActorTexture(actor, layer, image_id)

Sets the texture for an actor’s default material.

Note: Generally you want to use texture layer 0


Function GetActorMaterialCount(actor)

Returns the number of materials for an actor.


Sub SetActorMaterialFlag(actor, flag, flag_value)

Sets the value of an actor’s material flag.

Note: The material on this would be material 0. To set other material flag’s you need to get a reference to the actor’s material with GetActorMaterial().

Possible values for flag:

  • MATERIAL_FLAG_WIREFRAME
  • MATERIAL_FLAG_POINTCLOUD
  • MATERIAL_FLAG_GOURAUD_SHADING
  • MATERIAL_FLAG_LIGHTING
  • MATERIAL_FLAG_ZBUFFER
  • MATERIAL_FLAG_ZWRITE_ENABLE
  • MATERIAL_FLAG_BACK_FACE_CULLING
  • MATERIAL_FLAG_FRONT_FACE_CULLING
  • MATERIAL_FLAG_BILINEAR_FILTER
  • MATERIAL_FLAG_TRILINEAR_FILTER
  • MATERIAL_FLAG_ANISOTROPIC_FILTER
  • MATERIAL_FLAG_FOG_ENABLE
  • MATERIAL_FLAG_NORMALIZE_NORMALS
  • MATERIAL_FLAG_TEXTURE_WRAP
  • MATERIAL_FLAG_ANTI_ALIASING
  • MATERIAL_FLAG_COLOR_MASK
  • MATERIAL_FLAG_COLOR_MATERIAL
  • MATERIAL_FLAG_USE_MIP_MAPS
  • MATERIAL_FLAG_BLEND_OPERATION
  • MATERIAL_FLAG_POLYGON_OFFSET

See also

GetActorMaterialFlag(), GetActorMaterial()


Function GetActorMaterialFlag(actor, material, flag)

Returns the value of the specified material flag.

Possible values for flag:

  • MATERIAL_FLAG_WIREFRAME
  • MATERIAL_FLAG_POINTCLOUD
  • MATERIAL_FLAG_GOURAUD_SHADING
  • MATERIAL_FLAG_LIGHTING
  • MATERIAL_FLAG_ZBUFFER
  • MATERIAL_FLAG_ZWRITE_ENABLE
  • MATERIAL_FLAG_BACK_FACE_CULLING
  • MATERIAL_FLAG_FRONT_FACE_CULLING
  • MATERIAL_FLAG_BILINEAR_FILTER
  • MATERIAL_FLAG_TRILINEAR_FILTER
  • MATERIAL_FLAG_ANISOTROPIC_FILTER
  • MATERIAL_FLAG_FOG_ENABLE
  • MATERIAL_FLAG_NORMALIZE_NORMALS
  • MATERIAL_FLAG_TEXTURE_WRAP
  • MATERIAL_FLAG_ANTI_ALIASING
  • MATERIAL_FLAG_COLOR_MASK
  • MATERIAL_FLAG_COLOR_MATERIAL
  • MATERIAL_FLAG_USE_MIP_MAPS
  • MATERIAL_FLAG_BLEND_OPERATION
  • MATERIAL_FLAG_POLYGON_OFFSET

See also

GetMaterialFlag()


Sub SetActorMaterialType(actor, material_type)

Sets the material type of an actor material.

Note: This will set material 0. If your actor has more than one material you need to get a reference to the actor material with GetActorMaterial() to set them.

Possible material types:

  • MATERIAL_TYPE_SOLID
  • MATERIAL_TYPE_SOLID_2_LAYER
  • MATERIAL_TYPE_LIGHTMAP
  • MATERIAL_TYPE_LIGHTMAP_ADD
  • MATERIAL_TYPE_LIGHTMAP_M2
  • MATERIAL_TYPE_LIGHTMAP_M4
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M2
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M4
  • MATERIAL_TYPE_DETAIL_MAP
  • MATERIAL_TYPE_SPHERE_MAP
  • MATERIAL_TYPE_REFLECTION_2_LAYER
  • MATERIAL_TYPE_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL_REF
  • MATERIAL_TYPE_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_TRANSPARENT_REFLECTION_2_LAYER
  • MATERIAL_TYPE_NORMAL_MAP_SOLID
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_PARALLAX_MAP_SOLID
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_ONETEXTURE_BLEND
  • FX_MATERIAL_TYPE_NORMAL_BLEND
  • FX_MATERIAL_TYPE_REFRACTION
  • FX_MATERIAL_TYPE_REFRACTION2
  • FX_MATERIAL_TYPE_GOOCH
  • FX_MATERIAL_TYPE_PLASTIC
  • FX_MATERIAL_TYPE_TANGENT
  • FX_MATERIAL_TYPE_SPEAKER
  • FX_MATERIAL_TYPE_PHONG_TEXTURE
  • FX_MATERIAL_TYPE_STYLE
  • FX_MATERIAL_TYPE_STYLE2
  • FX_MATERIAL_TYPE_STYLE3
  • FX_MATERIAL_TYPE_STYLE4

See also

GetActorMaterialType(), GetActorMaterial()


Sub GetActorMaterialType(actor, material_type)

Sets the material type of an actor material.

Possible material types:

  • MATERIAL_TYPE_SOLID
  • MATERIAL_TYPE_SOLID_2_LAYER
  • MATERIAL_TYPE_LIGHTMAP
  • MATERIAL_TYPE_LIGHTMAP_ADD
  • MATERIAL_TYPE_LIGHTMAP_M2
  • MATERIAL_TYPE_LIGHTMAP_M4
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M2
  • MATERIAL_TYPE_LIGHTMAP_LIGHTING_M4
  • MATERIAL_TYPE_DETAIL_MAP
  • MATERIAL_TYPE_SPHERE_MAP
  • MATERIAL_TYPE_REFLECTION_2_LAYER
  • MATERIAL_TYPE_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL
  • MATERIAL_TYPE_TRANSPARENT_ALPHA_CHANNEL_REF
  • MATERIAL_TYPE_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_TRANSPARENT_REFLECTION_2_LAYER
  • MATERIAL_TYPE_NORMAL_MAP_SOLID
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_PARALLAX_MAP_SOLID
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
  • MATERIAL_TYPE_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
  • MATERIAL_TYPE_ONETEXTURE_BLEND
  • FX_MATERIAL_TYPE_NORMAL_BLEND
  • FX_MATERIAL_TYPE_REFRACTION
  • FX_MATERIAL_TYPE_REFRACTION2
  • FX_MATERIAL_TYPE_GOOCH
  • FX_MATERIAL_TYPE_PLASTIC
  • FX_MATERIAL_TYPE_TANGENT
  • FX_MATERIAL_TYPE_SPEAKER
  • FX_MATERIAL_TYPE_PHONG_TEXTURE
  • FX_MATERIAL_TYPE_STYLE
  • FX_MATERIAL_TYPE_STYLE2
  • FX_MATERIAL_TYPE_STYLE3
  • FX_MATERIAL_TYPE_STYLE4

See also

SetActorMaterialType(), GetMaterialType(), SetMaterialType()


Function MaterialExists(material)

Returns true if the material id is an existing material.


Function NumMaterialConstants(material_type)

Returns the number of shader uniforms for an FX material.


Function GetMaterialConstantName$(material_type, index)

Returns the name of a uniform for an FX material type.

NOTE: index should be a number between 0 and NumMaterialConstants.


Sub SetMaterialConstant(material, m_constant$, n1, n2, n3, n4)

Sets the constant value of an FX material.

NOTE: Each constant can be of type Float, Vec2, Vec3, or Vec4. The ones listed as defined are set internally by the runtime.

FX_MATERIAL_TYPE_NORMAL_BLEND

Possible Constants:

  • [Float] Alpha.

FX_MATERIAL_TYPE_REFRACTION

Possible Constants:

  • [Vec3] BaseColor
  • [Float] Depth
  • [Float] MixRatio
  • [Float] FrameWidth
  • [Float] FrameHeight
  • [-Defined-] EnvMap
  • [-Defined-] RefractionMap

FX_MATERIAL_TYPE_REFRACTION2

Possible Constants:

  • NONE

FX_MATERIAL_TYPE_GOOCH

Possible Constants:

  • [Vec3] SurfaceColor
  • [Vec3] WarmColor
  • [Vec3] CoolColor
  • [Float] DiffuseWarm
  • [Float] DiffuseCool

FX_MATERIAL_TYPE_PLASTIC

Possible Constants:

  • [Vec4] Color
  • [Float] Intensity

FX_MATERIAL_TYPE_TANGENT

Possible Constants:

  • [Float] BViewSpace
  • [Defined] MatView

FX_MATERIAL_TYPE_SPEAKER

Possible Constants:

  • [Float] PulseSharpness
  • [Float] Beat
  • [Float] Amplitude
  • [Float] BassFrequency
  • [Defined] Base
  • [Defined] View_Proj_Matrix
  • [Defined] View_Matrix
  • [Defined] Time_0_X

FX_MATERIAL_TYPE_PHONG_TEXTURE

Possible Constants:

  • [Vec4] fvAmbient
  • [Vec4] fvSpecular
  • [Vec4] fvDiffuse
  • [Float] fSpecularPower
  • [-Defined-] BaseMap
  • [-Defined-] fvEyePosition

FX_MATERIAL_TYPE_STYLE

Possible Constants:

  • [-Defined-] LightPos

FX_MATERIAL_TYPE_STYLE2

Possible Constants:

  • [-Defined-] BaseMap

FX_MATERIAL_TYPE_STYLE3

Possible Constants:

  • NONE

FX_MATERIAL_TYPE_STYLE4

Possible Constants:

  • [Float] SilhouetteThreshold
  • [Vec4] SilhouetteColor
  • [Float] EnableLighting
  • [-Defined-] Tex

Sub GetMaterialConstant(material, m_constant$, ByRef n1, ByRef n2, ByRef n3, ByRef n4)

Gets the constant value of an FX material.

NOTE: To see a list of constants for each material type, reference SetMaterialConstant().