au3Irr2 Function Reference
_IrrSetNodeMaterialFlagSets material properies of a node that will effect its appearance on the screen.
#Include <au3Irrlicht2.au3>
_IrrSetNodeMaterialFlag($h_Node, $i_Type, $i_Flag)
Parameters
$h_Node | Handle of a node in the scene |
$i_Type | Material type is one of the following properties: $IRR_EMF_WIREFRAME - Render as wireframe outline $IRR_EMF_GOURAUD_SHADING - Render smoothly across polygons $IRR_EMF_LIGHTING - Material is effected by lighting $IRR_EMF_ZBUFFER - Enable z buffer $IRR_EMF_ZWRITE_ENABLE - Can write as well as read z buffer $IRR_EMF_BACK_FACE_CULLING - Cull polygons facing away $IRR_EMF_BILINEAR_FILTER - Enable bilinear filtering $IRR_EMF_TRILINEAR_FILTER - Enable trilinear filtering $IRR_EMF_ANISOTROPIC_FILTER - Reduce blur in distant textures $IRR_EMF_FOG_ENABLE - Enable fogging in the distance $IRR_EMF_NORMALIZE_NORMALS - Use when scaling dynamically lighted models |
$i_Flag | Switches selected property on or off: $IRR_ON $IRR_OFF |
Return Value
Success: TrueFailure: False
Remarks
None.
Related
_IrrSetNodeMaterialTexture, _IrrSetNodeMaterialType
Example
#include "au3Irrlicht2.au3"
_IrrStart()
local $camera = _IrrAddCamera(2,2,2, 0,0,0 )
local $mesh = _IrrGetMesh( ".\media\capsuleX.obj" )
local $sceneNode = _IrrAddMeshToScene( $mesh )
local $texture = _IrrGetTexture(".\media\default_texture.png")
_IrrSetNodeMaterialTexture( $sceneNode, $texture, 0)
_IrrSetNodeMaterialFlag( $sceneNode, $IRR_EMF_LIGHTING, $IRR_OFF )
WHILE _IrrRunning()
_IrrBeginScene(50, 50, 50)
_IrrDrawScene()
_IrrEndScene()
WEND
_IrrStop()