pub struct Surface {
pub normal_map: Option<Texture>,
pub bump_map: Option<Texture>,
pub emissive_map: Option<Texture>,
pub emissive: V3,
pub blend: bool,
}Expand description
What a material adds to its colour and picture, as far as Eagle’s viewer
draws it. The maps are read with the mesh’s one set of coordinates
(uvs) and are not drawn without them. A map that is missing or can’t
be decoded is None and the surface draws as if the file had none.
Fields§
§normal_map: Option<Texture>Tangent-space normals, green up in the picture. Wins over bump_map.
bump_map: Option<Texture>Heights in its red channel, 1 being one unit of the model’s space.
emissive_map: Option<Texture>Multiplies emissive, so it shows nothing when that is black.
emissive: V3Light the surface gives off whatever the lighting, in display values.
blend: boolDrawn see-through: its alpha is the material’s opacity times the picture’s. Otherwise both are ignored and it is opaque.
Trait Implementations§
impl StructuralPartialEq for Surface
Auto Trait Implementations§
impl Freeze for Surface
impl RefUnwindSafe for Surface
impl Send for Surface
impl Sync for Surface
impl Unpin for Surface
impl UnsafeUnpin for Surface
impl UnwindSafe for Surface
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fn read_from_little_endian(read: &mut R) -> Result<Self, Error>
Read this value from the supplied reader. Same as
ReadEndian::read_from_little_endian().