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author | Fernando Cosentino <fbcosentino@yahoo.com.br> | 2021-09-25 19:40:26 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-01-05 11:47:51 +0100 |
commit | ca79373d135634b45518e82edcce15b15d25171c (patch) | |
tree | 905939a9f7e2ffcfa424e45845bbe4f9cfe74a51 /servers/rendering/rendering_server_default.h | |
parent | 2c7fcdd7f94307a8dbf9436edc3294aaa6f87a88 (diff) | |
download | redot-engine-ca79373d135634b45518e82edcce15b15d25171c.tar.gz |
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.
This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
Diffstat (limited to 'servers/rendering/rendering_server_default.h')
-rw-r--r-- | servers/rendering/rendering_server_default.h | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 9e72a9983c..ead49f053c 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -712,6 +712,7 @@ public: FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool) FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) FUNC2(instance_geometry_set_material_override, RID, RID) + FUNC2(instance_geometry_set_material_overlay, RID, RID) FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode) FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int) |