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@@ -891,7 +891,7 @@ OpenGL ES 2.0 has further limitations:
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Material and Technique resources define how to render 3D scene geometry. On the disk, they are XML data. Default and example materials exist in the bin/CoreData/Materials & bin/Data/Materials subdirectories, and techniques exist in the bin/CoreData/Techniques subdirectory.
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-A material defines the textures, shader parameters and culling mode to use, and refers to one or several techniques. A technique defines the actual rendering passes, the shaders to use in each, and all other rendering states such as depth test, depth write, and blending.
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+A material defines the textures, shader parameters and culling & fill mode to use, and refers to one or several techniques. A technique defines the actual rendering passes, the shaders to use in each, and all other rendering states such as depth test, depth write, and blending.
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A material definition looks like this:
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@@ -904,6 +904,7 @@ A material definition looks like this:
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<parameter ... />
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<cull value="cw|ccw|none" />
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<shadowcull value="cw|ccw|none" />
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+ <fill value="solid|wireframe|point" />
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<depthbias constant="x" slopescaled="y" />
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</material>
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\endcode
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