User Guide

Shaders 353
shininess
Get and set An integer between 0 and 100 indicating
how shiny a surface is.
30.0
emissive
Get and set A color object describing the color of
light this object seems to give off. This
does not turn the surface using this
shader into a light source; it just gives it
the appearance of being one.
color(0,0,0)
blend
Get and set An integer between 0 and 100 indicating
how transparent
(0) or opaque (100)
this surfaces is. Unlike with a texture that
includes alpha information, this setting
affects the entire surface uniformly.
100
transparent
Get and set This property controls whether or not
the model is blended using alpha values
or rendered as opaque. The default is
TRUE (1) (alpha blended). The
functionality of
shader.blend is
dependent on
shader.transparent.
TRUE (1)
renderStyle Get and set This property can take the following
values:
#fill
#wire
#point
When shader.renderStyle = #fill, the
polygons of the mesh are filled.
When
shader.renderStyle = #wire, the
polygon edges of the mesh are
rendered.
When
shader.renderStyle = #point,
the vertices of the mesh are rendered,
provided that
#Fill is supported by the
#software renderer. The #point and
#wire values do not work with the
software renederer.
#fill
flat
Get and set When shader.flat = TRUE (1), the
mesh should be rendered with flat
shading instead of Gouraud shading,
which shades each polygon separately.
Flat shading shades the mesh as a
whole.
FALSE (0)
textureList
Get and set A shader can use up to eight layers of
textures. This eight-element list defines
which texture is used for which layer.
Get: Returns a list of texture objects,
one per layer.
Set: Specifies a texture object to be
applied to all layers. An argument
of
void disables texturing for all layers.
void
Property Name Access Description Default