public RenderMaterial(
            UUID normalID,
            UUID specularID,
            float normalOffsetX                = 0.0f,
            float normalOffsetY                = 0.0f,
            float normalRepeatX                = 1.0f,
            float normalRepeatY                = 1.0f,
            float normalRotation               = 0.0f,
            float specularOffsetX              = 0.0f,
            float specularOffsetY              = 0.0f,
            float specularRepeatX              = 1.0f,
            float specularRepeatY              = 1.0f,
            float specularRotation             = 0.0f,
            byte specularLightColorR           = 255,
            byte specularLightColorG           = 255,
            byte specularLightColorB           = 255,
            byte specularLightColorA           = 255,
            byte specularLightExponent         = DEFAULT_SPECULAR_LIGHT_EXPONENT,
            byte environmentIntensity          = DEFAULT_ENV_INTENSITY,
            eDiffuseAlphaMode diffuseAlphaMode = eDiffuseAlphaMode.DIFFUSE_ALPHA_MODE_BLEND,
            byte alphaMaskCutoff               = 0
            )
        {
            NormalID       = normalID;
            NormalOffsetX  = normalOffsetX;
            NormalOffsetY  = normalOffsetY;
            NormalRepeatX  = normalRepeatX;
            NormalRepeatY  = normalRepeatY;
            NormalRotation = normalRotation;

            SpecularID       = specularID;
            SpecularOffsetX  = specularOffsetX;
            SpecularOffsetY  = specularOffsetY;
            SpecularRepeatX  = specularRepeatX;
            SpecularRepeatY  = specularRepeatY;
            SpecularRotation = specularRotation;

            SpecularLightColorR = specularLightColorR;
            SpecularLightColorG = specularLightColorG;
            SpecularLightColorB = specularLightColorB;
            SpecularLightColorA = specularLightColorA;

            SpecularLightExponent = specularLightExponent;
            EnvironmentIntensity  = environmentIntensity;
            DiffuseAlphaMode      = (byte)diffuseAlphaMode;
            AlphaMaskCutoff       = alphaMaskCutoff;
        }
Example #2
0
        public RenderMaterial(
            UUID normalID,
            UUID specularID,
            float normalOffsetX = 0.0f,
            float normalOffsetY = 0.0f,
            float normalRepeatX = 1.0f,
            float normalRepeatY = 1.0f,
            float normalRotation = 0.0f,
            float specularOffsetX = 0.0f,
            float specularOffsetY = 0.0f,
            float specularRepeatX = 1.0f,
            float specularRepeatY = 1.0f,
            float specularRotation = 0.0f,
            byte specularLightColorR = 255,
            byte specularLightColorG = 255,
            byte specularLightColorB = 255,
            byte specularLightColorA = 255,
            byte specularLightExponent = DEFAULT_SPECULAR_LIGHT_EXPONENT,
            byte environmentIntensity = DEFAULT_ENV_INTENSITY,
            eDiffuseAlphaMode diffuseAlphaMode = eDiffuseAlphaMode.DIFFUSE_ALPHA_MODE_BLEND,
            byte alphaMaskCutoff = 0
            )
        {
            NormalID = normalID;
            NormalOffsetX = normalOffsetX;
            NormalOffsetY = normalOffsetY;
            NormalRepeatX = normalRepeatX;
            NormalRepeatY = normalRepeatY;
            NormalRotation = normalRotation;

            SpecularID = specularID;
            SpecularOffsetX = specularOffsetX;
            SpecularOffsetY = specularOffsetY;
            SpecularRepeatX = specularRepeatX;
            SpecularRepeatY = specularRepeatY;
            SpecularRotation = specularRotation;

            SpecularLightColorR = specularLightColorR;
            SpecularLightColorG = specularLightColorG;
            SpecularLightColorB = specularLightColorB;
            SpecularLightColorA = specularLightColorA;

            SpecularLightExponent = specularLightExponent;
            EnvironmentIntensity = environmentIntensity;
            DiffuseAlphaMode = (byte)diffuseAlphaMode;
            AlphaMaskCutoff = alphaMaskCutoff;
        }