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authorJuan Linietsky <reduzio@gmail.com>2014-05-29 10:56:39 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-05-29 10:56:39 -0300
commit6f0b4678e26c04abfc88c0226c803e78a108de98 (patch)
tree51b99b2ece75e5782c0b14c97bb6913c48e7f363 /scene/resources/material.h
parentd9adf2627a70ab37408aca9ae4140c6280dfe6df (diff)
More 3D Improvements
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
Diffstat (limited to 'scene/resources/material.h')
-rw-r--r--scene/resources/material.h2
1 files changed, 2 insertions, 0 deletions
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 1f2afb70b9..2057b3cac9 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -85,6 +85,7 @@ public:
HINT_OPAQUE_PRE_PASS=VS::MATERIAL_HINT_OPAQUE_PRE_PASS,
HINT_NO_SHADOW=VS::MATERIAL_HINT_NO_SHADOW,
HINT_NO_DEPTH_DRAW=VS::MATERIAL_HINT_NO_DEPTH_DRAW,
+ HINT_NO_DEPTH_DRAW_FOR_ALPHA=VS::MATERIAL_HINT_NO_DEPTH_DRAW_FOR_ALPHA,
HINT_MAX=VS::MATERIAL_HINT_MAX
};
@@ -159,6 +160,7 @@ public:
FLAG_USE_ALPHA=VS::FIXED_MATERIAL_FLAG_USE_ALPHA,
FLAG_USE_COLOR_ARRAY=VS::FIXED_MATERIAL_FLAG_USE_COLOR_ARRAY,
FLAG_USE_POINT_SIZE=VS::FIXED_MATERIAL_FLAG_USE_POINT_SIZE,
+ FLAG_DISCARD_ALPHA=VS::FIXED_MATERIAL_FLAG_DISCARD_ALPHA
};
private: