| 12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758 |
- <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
- <html>
- <head>
- <title></title>
- <meta http-equiv="Content-Type" content="text/html; charset=UTF-8">
- </head>
- <body>
- The <code>com.jme3.material</code> package contains classes for manipulating
- jMonkeyEngine materials.
- Materials are applied to {@link com.jme3.scene.Geometry geometries} in the
- scene.
- Each geometry has a single material which is used to render that
- geometry.
- <p>
- Materials (also known as material instances) are extended from
- material definitions.
- <h3>Material definitions</h3>
- <p>
- Material definitions provide the "logic" for the material. Usually a shader that
- will handle drawing the object, and corresponding parameters that allow
- configuration of the shader.
- Material definitions can be created through J3MD files.
- The J3MD file abstracts the shader and its configuration away from the user, allowing a
- simple interface where one can simply set a few parameters on the material to change its
- appearance and the way its handled.
- <h3>Techniques</h3>
- <p>
- Techniques specify a specific way of rendering a material. Typically
- a technique is used to implement the same material for each configuration
- of the system. For GPUs that do not support shaders, a "fixed function pipeline"
- technique could exist to take care of rendering for that configuration
- <h3>Render states</h3>
- <p>
- See {@link com.jme3.material.RenderState}.
- <h3>Example Usage</h3>
- <p>
- Creating a textured material
- <code>
- // Create a material instance
- Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
- // Load the texture.
- Texture tex = assetManager.loadTexture("Textures/Test/Test.jpg");
- // Set the parameters
- mat.setTexture("ColorMap", tex);
- </code>
- </body>
- </html>
|