AddMaterialMode: Difference between revisions
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Color 1 1 1 | Color 1 1 1 | ||
Surface .8 .8 0 | Surface .8 .8 0 | ||
Texture wall01 | |||
Vertex -.2 0 0 UV 0 1 #1 | |||
Vertex -.2 .4 0 UV 0 0 #2 | |||
Vertex .2 0 0 UV 1 1 #3 | |||
Vertex .2 .4 0 UV 1 0 #4 | |||
Vertex -.3 0 .1 UV 0 1 #5 | |||
Vertex -.3 .4 .1 UV 0 0 #6 | |||
Vertex .3 0 .1 UV 1 1 #7 | |||
Vertex .3 .4 .1 UV 1 0 #8 | |||
AddMaterialMode Double | AddMaterialMode Double | ||
Quad 2 1 3 4 | Quad 2 1 3 4 | ||
RemoveMaterialMode Double | |||
Quad 6 5 7 8 | |||
ClumpEnd | ClumpEnd | ||
ModelEnd | ModelEnd |
Latest revision as of 05:51, 15 April 2022
DEPRECIATED
The AddMaterialMode command is an RWX Command that adds the specified material mode to the material modes of the current material.
Usage
AddMaterialMode value
Description
This command adds the specified material mode to the material modes of the current material. Currently the only supported mode is double.
Setting the material mode to double causes all polygons to be created double-sided (i.e. it will not be necessary to create two polygons for a surface to be visible from both sides).
Since it doubles the polygon count for all affected clumps, care should be used with the double material mode. For best performance, be sure to only apply it to polygons that are actually visible from both sides.
Arguments
value of double is the only supported value
Examples
AddMaterialMode double
Makes both sides of the polygon visible from both sides which is useful when a single sided panel needs to be visible from both sides.
A model example that uses it is shown below. The benefit in using it is if you are handcoding a model and feel it's too much work to specify the faces on the opposite side of the model. All modeling software will automatically produce the code for each side, unless you have a defective mesh caused by converting a model from another format.
ModelBegin
ClumpBegin
Color 1 1 1
Surface .8 .8 0
Texture wall01
Vertex -.2 0 0 UV 0 1 #1
Vertex -.2 .4 0 UV 0 0 #2
Vertex .2 0 0 UV 1 1 #3
Vertex .2 .4 0 UV 1 0 #4
Vertex -.3 0 .1 UV 0 1 #5
Vertex -.3 .4 .1 UV 0 0 #6
Vertex .3 0 .1 UV 1 1 #7
Vertex .3 .4 .1 UV 1 0 #8
AddMaterialMode Double
Quad 2 1 3 4
RemoveMaterialMode Double
Quad 6 5 7 8
ClumpEnd
ModelEnd