# Functions
NewBasic returns a pointer to a new Basic material.
NewMaterial creates and returns a pointer to a new Material.
NewPhong creates and returns a pointer to a new phong material.
NewPhysical creates and returns a pointer to a new Physical material.
NewPoint creates and returns a pointer to a new point material.
NewStandard creates and returns a pointer to a new standard material.
# Constants
The various blending types.
The various blending types.
The various blending types.
The various blending types.
The various blending types.
The various blending types.
The face side(s) to be rendered.
The face side(s) to be rendered.
The face side(s) to be rendered.
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# Structs
Basic is a simple material that uses the 'basic' shader.
Material is the base material.
Phong material is identical to the Standard material but the calculation of the lighting model is done in the fragment shader.
Physical is a physically based rendered material which uses the metallic-roughness model.
Point material is normally used for single point sprites.
Standard material supports the classic lighting model with ambient, diffuse, specular and emissive lights.
# Interfaces
IMaterial is the interface for all materials.