1 #ifndef COMPONENTS_TERRAIN_MATERIAL_H
2 #define COMPONENTS_TERRAIN_MATERIAL_H
4 #include <osg/StateSet>
30 const std::vector<TextureLayer>& layers,
31 const std::vector<osg::ref_ptr<osg::Texture2D> >& blendmaps,
int blendmapScale,
float layerTileSize);
bool mParallax
Definition: material.hpp:25
bool mSpecular
Definition: material.hpp:26
osg::ref_ptr< osg::Texture2D > mDiffuseMap
Definition: material.hpp:23
std::vector< osg::ref_ptr< osg::StateSet > > createPasses(bool useShaders, bool forcePerPixelLighting, bool clampLighting, Shader::ShaderManager *shaderManager, const std::vector< TextureLayer > &layers, const std::vector< osg::ref_ptr< osg::Texture2D > > &blendmaps, int blendmapScale, float layerTileSize)
Definition: material.cpp:159
Definition: material.hpp:21
Reads shader template files and turns them into a concrete shader, based on a list of define's...
Definition: shadermanager.hpp:18
osg::ref_ptr< osg::Texture2D > mNormalMap
Definition: material.hpp:24