MaterialBase forms an abstract base class for any material.
arcane var _classification:String
protected var _depthPass:DepthMapPass
arcane var _depthPassId:int
protected var _distancePass:DistanceMapPass
protected var _lightPicker:LightPickerBase
protected var _mipmap:Boolean = true
arcane var _name:String = material
protected var _numPasses:uint
protected var _passes:Vector.<MaterialPassBase>
arcane var _renderOrderId:int
protected var _repeat:Boolean
protected var _smooth:Boolean = true
arcane var _uniqueId:uint
alphaPremultiplied:Boolean
Indicates whether visible textures (or other pixels) used by this material have
already been premultiplied. Toggle this if you are seeing black halos around your
blended alpha edges.
Implementation public function get alphaPremultiplied():Boolean
public function set alphaPremultiplied(value:Boolean):void
assetType:String
[read-only]
Implementation public function get assetType():String
blendMode:String
The blend mode to use when drawing this renderable. The following blend modes are supported:
- BlendMode.NORMAL
- BlendMode.MULTIPLY
- BlendMode.ADD
- BlendMode.ALPHA
Implementation public function get blendMode():String
public function set blendMode(value:String):void
bothSides:Boolean
Defines whether or not the material should perform backface culling.
Implementation public function get bothSides():Boolean
public function set bothSides(value:Boolean):void
depthCompareMode:String
Implementation public function get depthCompareMode():String
public function set depthCompareMode(value:String):void
public var extra:Object
An object to contain any extra data
lightPicker:LightPickerBase
Implementation public function get lightPicker():LightPickerBase
public function set lightPicker(value:LightPickerBase):void
mipmap:Boolean
Indicates whether or not any used textures should use mipmapping.
Implementation public function get mipmap():Boolean
public function set mipmap(value:Boolean):void
name:String
[override]
Implementation public function get name():String
public function set name(value:String):void
repeat:Boolean
Indicates whether or not any used textures should be tiled.
Implementation public function get repeat():Boolean
public function set repeat(value:Boolean):void
requiresBlending:Boolean
[read-only]
Indicates whether or not the material requires alpha blending during rendering.
Implementation public function get requiresBlending():Boolean
smooth:Boolean
Indicates whether or not any used textures should use smoothing.
Implementation public function get smooth():Boolean
public function set smooth(value:Boolean):void
uniqueId:uint
[read-only]
The unique id assigned to the material by the MaterialLibrary.
Implementation public function get uniqueId():uint
public function MaterialBase()
Creates a new MaterialBase object.
arcane function activateForDepth(stage3DProxy:Stage3DProxy, camera:Camera3D, distanceBased:Boolean = false, textureRatioX:Number = 1, textureRatioY:Number = 1):void
Parameters
| stage3DProxy:Stage3DProxy |
|
| camera:Camera3D |
|
| distanceBased:Boolean (default = false )
|
|
| textureRatioX:Number (default = 1 )
|
|
| textureRatioY:Number (default = 1 )
|
protected function addPass(pass:MaterialPassBase):void
Adds a pass to the material
Parameters
protected function clearPasses():void
Clears all passes in the material.
arcane function deactivateForDepth(stage3DProxy:Stage3DProxy):void
Parameters
public function dispose():void
Cleans up any resources used by the current object.
arcane function hasDepthAlphaThreshold():Boolean
Returns arcane function invalidatePasses(triggerPass:MaterialPassBase):void
Marks the depth shader programs as invalid, so it will be recompiled before the next render.
Parameters
| triggerPass:MaterialPassBase — The pass triggering the invalidation, if any, so no infinite loop will occur.
|
arcane function passRendersToTexture(index:uint):Boolean
Parameters
Returns protected function removePass(pass:MaterialPassBase):void
Parameters
arcane function renderDepth(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D):void
Parameters
Thu Nov 15 2012, 12:08 PM Z