Defining Materials
Overview
This page describes elements used to define materials. Materials largely include the following settings.
- Name, vertex/fragment lighting flags, and translucency settings, etc. <MaterialCtr>
- Various color value settings referenced by the material <MaterialColor>
- Culling and polygon offset settings <Rasterization>
- Parameter settings related to how texture coordinates are defined <TextureCoordinators>
- References to texture images and texture parameter settings <TextureMappers>
- Shader assignments and shader parameter settings <ShaderMapper>
- Fragment shader parameter settings <FragmentShader>
- Blend, logical operation, and depth test settings <FragmentOperation>
The <MaterialCtr> element is used to define a single material. Materials have names. Names are referenced by <MaterialReference> attributes in order to reference materials. For details, see Display Mesh.
XML Hierarchical Structure
The <Materials> element appears inside the <SkeletalModel> element only once. It indicates the start of the definition of the <Materials> element. If a scene includes more than one material, multiple <MaterialCtr> elements can be defined.
<NintendoWareIntermediateFile>
<GraphicsContentCtr>
<Models>
<SkeletalModel>
<Materials>
<MaterialCtr>
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