TextureMaterial
TextureMaterial is a single-pass material that uses a texture to define the surface's diffuse reflection colour (albedo).
Inherited from SinglePassMaterialBase -> MaterialBase -> NamedAssetBase -> EventDispatcher.
Can be created using method new:
Lib.Away3D.Materials.TextureMaterial.new(texture, smooth, repeat, mipmap, anisotropy) |
Creates a new TextureMaterial. |
texture - (default = nil) - The texture used for the material's albedo color. (Texture2DBase) smooth - (default = true) - Indicates whether the texture should be filtered when sampled. Boolean. Defaults to true. repeat - (default = false) - Indicates whether the texture should be tiled when sampled. Boolean. Defaults to true. mipmap - (default = true) - Indicates whether or not any used textures should use mipmapping. Boolean. Defaults to true. anisotropy - (Anisotropy) |
Created TextureMaterial object has properties:
alpha |
The alpha of the surface. |
ambientTexture |
The texture object to use for the ambient colour. (Texture2DBase) |
animateUVs |
Specifies whether or not the UV coordinates should be animated using IRenderable's uvTransform matrix. Boolean |
texture |
The texture object to use for the albedo colour. (Texture2DBase) |
Created with the Personal Edition of HelpNDoc: Full-featured EPub generator