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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.
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18 changed files with 147 additions and 20 deletions
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@ -51,6 +51,7 @@ public:
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virtual GeometryInstance *geometry_instance_create(RID p_base) = 0;
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virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) = 0;
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virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) = 0;
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virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) = 0;
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virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) = 0;
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virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) = 0;
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virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0;
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