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@@ -60,8 +60,8 @@ typedef enum {
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RI_MATERIAL_DONT_DEPTH_TEST = ((uint64_t)1 << 8), // should check Z buffer (if 1, render on top of everything)
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RI_MATERIAL_DONT_DEPTH_TEST = ((uint64_t)1 << 8), // should check Z buffer (if 1, render on top of everything)
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RI_MATERIAL_DONT_DEPTH_WRITE = ((uint64_t)1 << 9), // should write to the Z buffer (if 1, render behind everything)
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RI_MATERIAL_DONT_DEPTH_WRITE = ((uint64_t)1 << 9), // should write to the Z buffer (if 1, render behind everything)
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RI_MATERIAL_DOUBLE_SIDED = ((uint64_t)1 << 10), // ignore backface culling
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RI_MATERIAL_DOUBLE_SIDED = ((uint64_t)1 << 10), // ignore backface culling
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- RI_MATERIAL_USE_UV_LOOP_MULTIPLIER = ((uint64_t)1 << 11), // use multiplier that tells how many times to loop the texture
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- RI_MATERIAL_USE_UV_RENDER_RESOLUTION = ((uint64_t)1 << 12), // use custom resolution that textures always appear as (scaling just tiles the texture)
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+ RI_MATERIAL_USE_UV_LOOP_MULTIPLIER = ((uint64_t)1 << 11), // use multiplier that tells how many times to loop the texture (scaling also scales texture)
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+ RI_MATERIAL_USE_UV_RENDER_RESOLUTION = ((uint64_t)1 << 12), // use custom resolution that textures always appear as (scaling doesn't change texture)
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} RI_material_flags;
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} RI_material_flags;
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typedef struct {
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typedef struct {
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@@ -96,6 +96,7 @@ typedef struct {
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RI_material* material_reference;
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RI_material* material_reference;
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int min_screen_x, max_screen_x, min_screen_y, max_screen_y;
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int min_screen_x, max_screen_x, min_screen_y, max_screen_y;
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int should_render;
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int should_render;
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+ RI_actor* parent_actor;
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} RI_renderable_face;
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} RI_renderable_face;
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typedef struct {
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typedef struct {
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