Document AI_MATKEY_REFLECTIVITY and AI_MATKEY_COLOR_REFLECTIVE.
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doc/dox.h
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doc/dox.h
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@ -839,16 +839,31 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
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<td>aiColor3D</td>
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<td>black (0,0,0)</td>
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<td>Emissive color of the material. This is the amount of light emitted by the object. In real time applications it will usually not affect surrounding objects, but raytracing applications may wish to treat emissive objects as light sources. </td>
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<td>---</tt></td>
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<td>---</td>
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</tr>
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<tr>
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<td><tt>COLOR_TRANSPARENT</tt></td>
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<td>aiColor3D</td>
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<td>black (0,0,0)</td>
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<td>Defines the transparent color of the material, this is the color to be multiplied with the color of
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translucent light to construct the final 'destination color' for a particular position in the screen buffer. T </td>
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<td>---</tt></td>
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<td>Defines the transparent color of the material, this is the color to be multiplied with the color of translucent light to construct the final 'destination color' for a particular position in the screen buffer.</td>
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<td>---</td>
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</tr>
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<tr>
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<td><tt>COLOR_REFLECTIVE</tt></td>
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<td>aiColor3D</td>
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<td>black (0,0,0)</td>
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<td>Defines the reflective color of the material. This is typically scaled by the amount of incoming light from the direction of mirror reflection. Usually combined with an enviroment lightmap of some kind for real-time applications.</td>
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<td>---</td>
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</tr>
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<tr>
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<td><tt>REFLECTIVITY</tt></td>
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<td>float</td>
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<td>0.0</td>
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<td>Scales the reflective color of the material.</td>
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<td>---</td>
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</tr>
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<tr>
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@ -856,7 +871,7 @@ All material key constants start with 'AI_MATKEY' (it's an ugly macro for histor
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<td>int</td>
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<td>false</td>
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<td>Specifies whether wireframe rendering must be turned on for the material. 0 for false, !0 for true. </td>
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<td>---</tt></td>
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<td>---</td>
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</tr>
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<tr>
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