describe new "material"/transparency syntax
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@ -973,8 +973,14 @@ The following example shows all available elements:</p>
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<factor-prop>specular/factor</factor-prop>
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<offset-prop>specular/offset</offset-prop>
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</specular>
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<shininess>shininess</shininess>
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<transparency>transparency</transparency>
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<shininess>
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<transparency>
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<alpha-prop>transparency/alpha</alpha-prop>
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<factor-prop>transparency/factor</factor-prop>
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<offset-prop>transparency/offset</offset-prop>
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<min>0.0<min> <!-- no min-prop! -->
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<max>1.0<max> <!-- no max-prop! -->
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</transparency>
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<texture>texture</texture>
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<threshold>threshold</threshold>
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</animation>
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@ -985,13 +991,13 @@ The following example shows all available elements:</p>
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all three color components. Unset values default to zero. The <texture> path
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is relative to the model's <texture-path> directory, or, if unset, to the model
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directory. All numerical values are clamped to 0.0-1.0, except <shininess>, which is
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clamped to 0.0-128.0. The <transparency> property makes an object fully
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transparent (and thus invisible) with 1.0, and fully opaque with 0.0. The
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<threshold> property sets the opaqueness threshold. It is only relevant for
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semitransparent textures. Only parts of the texture that are more opaque
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than this are diplayed at all. If it is set to 0.0, all parts of the texture
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will be shown. If it is 0.5, only parts with opaqueness greater than 0.5
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(or transparency less than 0.5) are shown.</p>
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clamped to 0.0-128.0. The <alpha> property (<transparency> group) makes an
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object fully transparent (and thus invisible) with 0.0, and fully opaque with 1.0.
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("alpha" could also be called "opaqueness".) The <threshold> property sets the
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alpha/opaqueness threshold. It is only relevant for semitransparent textures. Only parts
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of the texture that are more opaque than this are diplayed at all. If it is set
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to 0.0, all parts of the texture will be shown. If it is 0.5, only parts with
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opaqueness greater than 0.5 (or transparency less than 0.5) are shown.</p>
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<p>Note that defining two or more of these animations for the same object,
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or a mixture of "material" and "blend" animations, will probably not yield
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