diff options
Diffstat (limited to 'doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst')
-rw-r--r-- | doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst b/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst index fd3bbc58a7c..2318d7f0256 100644 --- a/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst +++ b/doc/python_api/rst/bge_types/bge.types.KX_BlenderMaterial.rst @@ -8,19 +8,19 @@ base class --- :class:`PyObjectPlus` This is the interface to materials in the game engine. Materials define the render state to be applied to mesh objects. - + The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels in a material. All materials of the object executing this script should have two textures using separate UV maps in the two first texture channels. - + The code works for both Multitexture and GLSL rendering modes. .. code-block:: python from bge import logic - + vertex_shader = """ - + void main(void) { // simple projection of the vertex position to view space @@ -31,7 +31,7 @@ base class --- :class:`PyObjectPlus` gl_TexCoord[1] = gl_MultiTexCoord1; } """ - + fragment_shader =""" uniform sampler2D texture_0; @@ -47,7 +47,7 @@ base class --- :class:`PyObjectPlus` """ object = logic.getCurrentController().owner - + for mesh in object.meshes: for material in mesh.materials: shader = material.getShader() @@ -143,7 +143,7 @@ base class --- :class:`PyObjectPlus` Set the pixel color arithmetic functions. :arg src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of... - + * :data:`~bgl.GL_ZERO` * :data:`~bgl.GL_ONE` * :data:`~bgl.GL_SRC_COLOR` @@ -155,11 +155,11 @@ base class --- :class:`PyObjectPlus` * :data:`~bgl.GL_DST_ALPHA` * :data:`~bgl.GL_ONE_MINUS_DST_ALPHA` * :data:`~bgl.GL_SRC_ALPHA_SATURATE` - + :type src: int :arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of... - + * :data:`~bgl.GL_ZERO` * :data:`~bgl.GL_ONE` * :data:`~bgl.GL_SRC_COLOR` @@ -171,7 +171,7 @@ base class --- :class:`PyObjectPlus` * :data:`~bgl.GL_DST_ALPHA` * :data:`~bgl.GL_ONE_MINUS_DST_ALPHA` * :data:`~bgl.GL_SRC_ALPHA_SATURATE` - + :type dest: int .. method:: getMaterialIndex() |