Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Next revisionBoth sides next revision
0.8.4:materials [2022/06/15 19:53] – [Shared-Material / Atlas-Material] admin0.8.4:materials [2022/06/16 07:34] – [Materials] admin
Line 3: Line 3:
  
 Since version 0.8+, the most materials are inherited from the node based **TGorillaDefaultMaterialSource** for comfortable shader code reusage. Since version 0.8+, the most materials are inherited from the node based **TGorillaDefaultMaterialSource** for comfortable shader code reusage.
 +===== Default-Material =====
  
-  * [[lambert-material|TGorillaLambertMaterialSource]] 
-  * [[phong-material|TGorillaPhongMaterialSource]] 
-  * [[blinn-material|TGorillaBlinnMaterialSource]] 
-  * [[vertexcolor-material|TGorillaVertexColorMaterialSource]] 
-  * [[normalmap-material|TGorillaNormalMapMaterialSource]] 
-  * [[bumpmap-material|TGorillaBumpMapMaterialSource]] 
-  * [[rimlighting-material|TGorillaRimLightingMaterialSource]] 
-  * [[pom-material|TGorillaPOMMaterialSource]] 
-  * [[pbr-material|TGorillaPBRMaterialSource]] 
-  * [[atlas-material|TGorillaAtlasMaterialSource]] 
-  * [[terrain-material|TGorillaTerrainMaterialSource]] 
-  * [[splatmap-material|TGorillaSplatMapMaterialSource]] 
-  * [[water-material|TGorillaWaterMaterialSource]] 
-  * [[grass-material|TGorillaGrassMaterialSource]] 
-  * [[grid-material|TGorillaGridMaterialSource]] 
-  * [[particle-material|TGorillaParticleMaterialSource]] 
-  * [[layered-material|TGorillaLayeredMaterialSource]] 
-  * [[shared-material|TGorillaSharedMaterialSource]] 
-  * [[runtime-material|TGorillaRuntimeMaterialSource]] 
-===== Default-Material ===== 
 The **TGorillaDefaultMaterialSource** (TGorillaDefaultMaterial) is the approach to centralize basic shader operations like vertex transformation, multiple light computation, shadow casting, normal mapping and much more. The **TGorillaDefaultMaterialSource** (TGorillaDefaultMaterial) is the approach to centralize basic shader operations like vertex transformation, multiple light computation, shadow casting, normal mapping and much more.
  
Line 32: Line 13:
 Read more about the default material: [[default-material|DefaultMaterial]] Read more about the default material: [[default-material|DefaultMaterial]]
  
- 
- 
- 
- 
- 
- 
-===== Grass-Material ===== 
- 
-===== Water-Material ===== 
- 
-Read more about water material on documentation about [[water|Water]]  
-===== Runtime Material ===== 
- 
-Read more about usage of Runtime Materials at [[runtime-material|RuntimeMaterial]] 
  
 Next step:: [[primitives|Primitives]] Next step:: [[primitives|Primitives]]