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authorFernando Cosentino <fbcosentino@yahoo.com.br>2021-09-25 19:40:26 +0100
committerRĂ©mi Verschelde <rverschelde@gmail.com>2022-01-05 11:47:51 +0100
commitca79373d135634b45518e82edcce15b15d25171c (patch)
tree905939a9f7e2ffcfa424e45845bbe4f9cfe74a51 /servers/audio/effects/eq.cpp
parent2c7fcdd7f94307a8dbf9436edc3294aaa6f87a88 (diff)
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently requires adding a next pass material to all the surfaces, which might be cumbersome when the material is to be applied to a range of different geometries. This also makes it not trivial to use AnimationPlayer to control the material in case of visual effects. The material_override property is not an option as it works replacing the active material for the surfaces, not adding a new pass. This commit adds the material_overlay property to GeometryInstance3D (and therefore MeshInstance3D), having the same reach as material_override (that is, all surfaces) but adding a new material pass on top of the active materials, instead of replacing them.
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