Struct gltf::material::Material [] [src]

pub struct Material<'a> { /* fields omitted */ }

The material appearance of a primitive.

Methods

impl<'a> Material<'a>
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Returns the internal JSON index if this Material was explicity defined.

This function returns None if the Material is the default material.

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The alpha cutoff value of the material.

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The alpha rendering mode of the material. The material's alpha rendering mode enumeration specifying the interpretation of the alpha value of the main factor and texture.

  • In Opaque mode (default) the alpha value is ignored and the rendered output is fully opaque.
  • In Mask mode, the rendered output is either fully opaque or fully transparent depending on the alpha value and the specified alpha cutoff value.
  • In Blend mode, the alpha value is used to composite the source and destination areas and the rendered output is combined with the background using the normal painting operation (i.e. the Porter and Duff over operator).

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Specifies whether the material is double-sided.

  • When this value is false, back-face culling is enabled.
  • When this value is true, back-face culling is disabled and double sided lighting is enabled. The back-face must have its normals reversed before the lighting equation is evaluated.

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Parameter values that define the metallic-roughness material model from Physically-Based Rendering (PBR) methodology.

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A tangent space normal map.

The texture contains RGB components in linear space. Each texel represents the XYZ components of a normal vector in tangent space.

  • Red [0 to 255] maps to X [-1 to 1].
  • Green [0 to 255] maps to Y [-1 to 1].
  • Blue [128 to 255] maps to Z [1/255 to 1].

The normal vectors use OpenGL conventions where +X is right, +Y is up, and +Z points toward the viewer.

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The occlusion map texture.

The occlusion values are sampled from the R channel. Higher values indicate areas that should receive full indirect lighting and lower values indicate no indirect lighting. These values are linear.

If other channels are present (GBA), they are ignored for occlusion calculations.

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The emissive map texture.

The emissive map controls the color and intensity of the light being emitted by the material.

This texture contains RGB components in sRGB color space. If a fourth component (A) is present, it is ignored.

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The emissive color of the material.

The default value is [0.0, 0.0, 0.0].

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Optional application specific data.