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-rw-r--r--include/EMaterialTypes.h71
1 files changed, 0 insertions, 71 deletions
diff --git a/include/EMaterialTypes.h b/include/EMaterialTypes.h
index cdbd499..fb8d601 100644
--- a/include/EMaterialTypes.h
+++ b/include/EMaterialTypes.h
@@ -121,71 +121,6 @@ namespace video
texture which will not reflect can be set as second texture.*/
EMT_TRANSPARENT_REFLECTION_2_LAYER,
- //! A solid normal map renderer.
- /** First texture is the color map, the second should be the
- normal map. Note that you should use this material only when
- drawing geometry consisting of vertices of type
- S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
- this format using IMeshManipulator::createMeshWithTangents()
- (See SpecialFX2 Tutorial). This shader runs on vertex shader
- 1.1 and pixel shader 1.1 capable hardware and falls back to a
- fixed function lighted material if this hardware is not
- available. Only two lights are supported by this shader, if
- there are more, the nearest two are chosen. */
- EMT_NORMAL_MAP_SOLID,
-
- //! A transparent normal map renderer.
- /** First texture is the color map, the second should be the
- normal map. Note that you should use this material only when
- drawing geometry consisting of vertices of type
- S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
- this format using IMeshManipulator::createMeshWithTangents()
- (See SpecialFX2 Tutorial). This shader runs on vertex shader
- 1.1 and pixel shader 1.1 capable hardware and falls back to a
- fixed function lighted material if this hardware is not
- available. Only two lights are supported by this shader, if
- there are more, the nearest two are chosen. */
- EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
-
- //! A transparent (based on the vertex alpha value) normal map renderer.
- /** First texture is the color map, the second should be the
- normal map. Note that you should use this material only when
- drawing geometry consisting of vertices of type
- S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
- this format using IMeshManipulator::createMeshWithTangents()
- (See SpecialFX2 Tutorial). This shader runs on vertex shader
- 1.1 and pixel shader 1.1 capable hardware and falls back to a
- fixed function lighted material if this hardware is not
- available. Only two lights are supported by this shader, if
- there are more, the nearest two are chosen. */
- EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
-
- //! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
- /** Looks a lot more realistic. This only works when the
- hardware supports at least vertex shader 1.1 and pixel shader
- 1.4. First texture is the color map, the second should be the
- normal map. The normal map texture should contain the height
- value in the alpha component. The
- IVideoDriver::makeNormalMapTexture() method writes this value
- automatically when creating normal maps from a heightmap when
- using a 32 bit texture. The height scale of the material
- (affecting the bumpiness) is being controlled by the
- SMaterial::MaterialTypeParam member. If set to zero, the
- default value (0.02f) will be applied. Otherwise the value set
- in SMaterial::MaterialTypeParam is taken. This value depends on
- with which scale the texture is mapped on the material. Too
- high or low values of MaterialTypeParam can result in strange
- artifacts. */
- EMT_PARALLAX_MAP_SOLID,
-
- //! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
- /** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
- EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
-
- //! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
- /** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
- EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
-
//! BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
/** Using only first texture. Generic blending method.
The blend function is set to SMaterial::MaterialTypeParam with
@@ -216,12 +151,6 @@ namespace video
"trans_alphach_ref",
"trans_vertex_alpha",
"trans_reflection_2layer",
- "normalmap_solid",
- "normalmap_trans_add",
- "normalmap_trans_vertexalpha",
- "parallaxmap_solid",
- "parallaxmap_trans_add",
- "parallaxmap_trans_vertexalpha",
"onetexture_blend",
0
};