smrendererv3/SMCode/SM.Base/Drawing/Material.cs
Michel Fedde beb9c19081 28.10.2020
SM.Core:
+ Particle System
+ scriptable system for scripts

~ Moved Texts- and Particles-namespace to SM.Base.Drawing
~ Changed how you tell the stopwatch to pause. (From method to property)
~ Fixed Randomize.GetFloat(min, max)
~ Now automaticly adds the DrawingBase.Transformation to DrawContext.ModelMatrix. No need to change DrawContext.Instances[0], anymore.

SM.OGL:
+ "one-file-shader"-support

SM2D:
+ DrawParticles (Control for Texture and Color not there yet)

~ Changed coordnate system to upper-right as (1,1)
~ Changed default shader to "one-file-shader"
2020-10-28 18:19:15 +01:00

30 lines
No EOL
637 B
C#

#region usings
using OpenTK.Graphics;
using SM.OGL.Texture;
#endregion
namespace SM.Base.Drawing
{
/// <summary>
/// Represents a material.
/// </summary>
public class Material
{
/// <summary>
/// A custom shader, that is used to draw this material.
/// </summary>
public MaterialShader CustomShader;
/// <summary>
/// The base texture. (aka. Diffuse Texture)
/// </summary>
public TextureBase Texture;
/// <summary>
/// The tint or color.
/// </summary>
public Color4 Tint = Color4.White;
}
}