Update of /cvsroot/ogre/ogrenew/Docs/Tutorials/1_Overview
In directory sc8-pr-cvs1:/tmp/cvs-serv14453/Docs/Tutorials/1_Overview
Modified Files:
MaterialScriptAttributes.html MaterialScript.html
Log Message:
Added depth_bias material option
Index: MaterialScriptAttributes.html
===================================================================
RCS file: /cvsroot/ogre/ogrenew/Docs/Tutorials/1_Overview/MaterialScriptAttributes.html,v
retrieving revision 1.3
retrieving revision 1.4
diff -C2 -d -r1.3 -r1.4
*** MaterialScriptAttributes.html 25 Oct 2002 22:10:56 -0000 1.3
--- MaterialScriptAttributes.html 24 Nov 2002 00:44:55 -0000 1.4
***************
*** 188,192 ****
if (new_Z != existing_Z)</TD></TR><TR><TD WIDTH="10%" HEIGHT="19"><DIV ALIGN="CENTER">greater_equal</DIV></TD><TD WIDTH="90%" HEIGHT="19">Write
if (new_Z >= existing_Z)</TD></TR><TR><TD WIDTH="10%" HEIGHT="19"><DIV ALIGN="CENTER">greater</DIV></TD><TD WIDTH="90%" HEIGHT="19">Write
! if (new_Z >existing_Z)</TD></TR></TABLE><P>Default: depth_func less_equal<BR></P><P CLASS="SectionHeader"><A NAME="cull_hardware"></A>cull_hardware</P><P>Sets
the hardware culling mode for this material. </P><P>Format: cull_hardware <clockwise|anitclockwise|none></P><P>A
typical way for the hardware rendering engine to cull triangles is based on the
--- 188,196 ----
if (new_Z != existing_Z)</TD></TR><TR><TD WIDTH="10%" HEIGHT="19"><DIV ALIGN="CENTER">greater_equal</DIV></TD><TD WIDTH="90%" HEIGHT="19">Write
if (new_Z >= existing_Z)</TD></TR><TR><TD WIDTH="10%" HEIGHT="19"><DIV ALIGN="CENTER">greater</DIV></TD><TD WIDTH="90%" HEIGHT="19">Write
! if (new_Z >existing_Z)</TD></TR></TABLE><P>Default: depth_func less_equal</P><P CLASS="SectionHeader"><A NAME="depth_func"></A>depth_bias</P><P>Sets
! the bias applied to the depth value of this material. Can be used to make coplanar
! polygons appear on top of others e.g. for decals</P><P>Format: depth_bias <value></P><P>Where
! <value> is between 0 and 16, the default being 0. The higher the value,
! the greater the offset (for if you want to do multiple overlapping decals).</P><P><BR></P><P CLASS="SectionHeader"><A NAME="cull_hardware"></A>cull_hardware</P><P>Sets
the hardware culling mode for this material. </P><P>Format: cull_hardware <clockwise|anitclockwise|none></P><P>A
typical way for the hardware rendering engine to cull triangles is based on the
Index: MaterialScript.html
===================================================================
RCS file: /cvsroot/ogre/ogrenew/Docs/Tutorials/1_Overview/MaterialScript.html,v
retrieving revision 1.1.1.1
retrieving revision 1.2
diff -C2 -d -r1.1.1.1 -r1.2
*** MaterialScript.html 2 Jul 2002 19:43:07 -0000 1.1.1.1
--- MaterialScript.html 24 Nov 2002 00:44:55 -0000 1.2
***************
*** 132,136 ****
ones in the script.</P><P ALIGN="LEFT">For a detailed description of the material
and layer attributes, see the list below:</P><P ALIGN="LEFT" CLASS="SectionHeader">Material
! Attributes </P><UL><LI><A HREF="MaterialScriptAttributes.html#ambient">ambient</A></LI><LI><A HREF="MaterialScriptAttributes.html#diffuse">diffuse</A></LI><LI><A HREF="MaterialScriptAttributes.html#specular">specular</A></LI><LI><A HREF="MaterialScriptAttributes.html#emissive">emissive</A></LI><LI><A HREF="MaterialScriptAttributes.html#scene_blend">scene_blend</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_check">depth_check</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_write">depth_write</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_func">depth_func</A></LI><LI><A HREF="MaterialScriptAttributes.html#cull_hardware">cull_hardware</A></LI><LI><A HREF="MaterialScriptAttributes.html#cull_software">cull_software</A></LI><LI><A HREF="MaterialScriptAttributes.html#lighting">lighting</A></LI><LI><A HREF="MaterialScriptAttributes.html#shading">shading</A></LI><LI><A HREF="MaterialScriptAttributes.html#filtering">filtering</A></LI><LI></LI></UL><P CLASS="SectionHeader">Texture
Layer Attributes</P><UL><LI><A HREF="MaterialScriptAttributes.html#texture">texture</A></LI><LI><A HREF="MaterialScriptAttributes.html#anim_texture">anim_texture</A></LI><LI><A HREF="MaterialScriptAttributes.html#cubic_texture">cubic_texture</A></LI><LI><A HREF="MaterialScriptAttributes.html#tex_coord_set">tex_coord_set</A></LI><LI><A HREF="MaterialScriptAttributes.html#tex_address_mode">tex_address_mode</A></LI><LI><A HREF="MaterialScriptAttributes.html#colour_op">colour_op</A></LI><LI><A HREF="MaterialScriptAttributes.html#alpha_rejection">alpha_rejection</A></LI><LI><A HREF="MaterialScriptAttributes.html#colour_op_ex">colour_op_ex</A></LI><LI><A HREF="MaterialScriptAttributes.html#colour_op_multipass_fallback">colour_op_multipass_fallback</A></LI><LI><A HREF="MaterialScriptAttributes.html#alpha_op_ex">alpha_op_ex</A></LI><LI><A HREF="MaterialScriptAttributes.html#env_map">env_map</A></LI><LI><A HREF="MaterialScriptAttributes.html#scroll">scroll</A></LI><LI><A HREF="MaterialScriptAttributes.html#scroll_anim">scroll_anim</A></LI><LI><A HREF="MaterialScriptAttributes.html#rotate">rotate</A></LI><LI><A HREF="MaterialScriptAttributes.html#rotate_anim">rotate_anim</A></LI><LI><A HREF="MaterialScriptAttributes.html#scale">scale</A></LI><LI><A HREF="MaterialScriptAttributes.html#wave_xform">wave_xform</A></LI></UL><TABLE WIDTH="100%" BORDER="0" CELLSPACING="2" CELLPADDING="0"><TR><TD WIDTH="14%"><A HREF="../index.html">Back
to Index</A></TD><TD WIDTH="39%"> </TD><TD WIDTH="22%"><A HREF="material.html"><<
--- 132,136 ----
ones in the script.</P><P ALIGN="LEFT">For a detailed description of the material
and layer attributes, see the list below:</P><P ALIGN="LEFT" CLASS="SectionHeader">Material
! Attributes </P><UL><LI><A HREF="MaterialScriptAttributes.html#ambient">ambient</A></LI><LI><A HREF="MaterialScriptAttributes.html#diffuse">diffuse</A></LI><LI><A HREF="MaterialScriptAttributes.html#specular">specular</A></LI><LI><A HREF="MaterialScriptAttributes.html#emissive">emissive</A></LI><LI><A HREF="MaterialScriptAttributes.html#scene_blend">scene_blend</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_check">depth_check</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_write">depth_write</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_func">depth_func</A></LI><LI><A HREF="MaterialScriptAttributes.html#depth_bias">depth_bias</A></LI><LI><A HREF="MaterialScriptAttributes.html#cull_hardware">cull_hardware</A></LI><LI><A HREF="MaterialScriptAttributes.html#cull_software">cull_software</A></LI><LI><A HREF="MaterialScriptAttributes.html#lighting">lighting</A></LI><LI><A HREF="MaterialScriptAttributes.html#shading">shading</A></LI><LI><A HREF="MaterialScriptAttributes.html#filtering">filtering</A></LI><LI></LI></UL><P CLASS="SectionHeader">Texture
Layer Attributes</P><UL><LI><A HREF="MaterialScriptAttributes.html#texture">texture</A></LI><LI><A HREF="MaterialScriptAttributes.html#anim_texture">anim_texture</A></LI><LI><A HREF="MaterialScriptAttributes.html#cubic_texture">cubic_texture</A></LI><LI><A HREF="MaterialScriptAttributes.html#tex_coord_set">tex_coord_set</A></LI><LI><A HREF="MaterialScriptAttributes.html#tex_address_mode">tex_address_mode</A></LI><LI><A HREF="MaterialScriptAttributes.html#colour_op">colour_op</A></LI><LI><A HREF="MaterialScriptAttributes.html#alpha_rejection">alpha_rejection</A></LI><LI><A HREF="MaterialScriptAttributes.html#colour_op_ex">colour_op_ex</A></LI><LI><A HREF="MaterialScriptAttributes.html#colour_op_multipass_fallback">colour_op_multipass_fallback</A></LI><LI><A HREF="MaterialScriptAttributes.html#alpha_op_ex">alpha_op_ex</A></LI><LI><A HREF="MaterialScriptAttributes.html#env_map">env_map</A></LI><LI><A HREF="MaterialScriptAttributes.html#scroll">scroll</A></LI><LI><A HREF="MaterialScriptAttributes.html#scroll_anim">scroll_anim</A></LI><LI><A HREF="MaterialScriptAttributes.html#rotate">rotate</A></LI><LI><A HREF="MaterialScriptAttributes.html#rotate_anim">rotate_anim</A></LI><LI><A HREF="MaterialScriptAttributes.html#scale">scale</A></LI><LI><A HREF="MaterialScriptAttributes.html#wave_xform">wave_xform</A></LI></UL><TABLE WIDTH="100%" BORDER="0" CELLSPACING="2" CELLPADDING="0"><TR><TD WIDTH="14%"><A HREF="../index.html">Back
to Index</A></TD><TD WIDTH="39%"> </TD><TD WIDTH="22%"><A HREF="material.html"><<
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