babylon.mixMaterial.d.ts 1.8 KB

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  1. declare module BABYLON {
  2. class MixMaterial extends PushMaterial {
  3. /**
  4. * Mix textures
  5. */
  6. private _mixTexture1;
  7. mixTexture1: BaseTexture;
  8. private _mixTexture2;
  9. mixTexture2: BaseTexture;
  10. /**
  11. * Diffuse textures
  12. */
  13. private _diffuseTexture1;
  14. diffuseTexture1: Texture;
  15. private _diffuseTexture2;
  16. diffuseTexture2: Texture;
  17. private _diffuseTexture3;
  18. diffuseTexture3: Texture;
  19. private _diffuseTexture4;
  20. diffuseTexture4: Texture;
  21. private _diffuseTexture5;
  22. diffuseTexture5: Texture;
  23. private _diffuseTexture6;
  24. diffuseTexture6: Texture;
  25. private _diffuseTexture7;
  26. diffuseTexture7: Texture;
  27. private _diffuseTexture8;
  28. diffuseTexture8: Texture;
  29. /**
  30. * Uniforms
  31. */
  32. diffuseColor: Color3;
  33. specularColor: Color3;
  34. specularPower: number;
  35. private _disableLighting;
  36. disableLighting: boolean;
  37. private _maxSimultaneousLights;
  38. maxSimultaneousLights: number;
  39. private _renderId;
  40. constructor(name: string, scene: Scene);
  41. needAlphaBlending(): boolean;
  42. needAlphaTesting(): boolean;
  43. getAlphaTestTexture(): Nullable<BaseTexture>;
  44. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  45. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  46. getAnimatables(): IAnimatable[];
  47. getActiveTextures(): BaseTexture[];
  48. hasTexture(texture: BaseTexture): boolean;
  49. dispose(forceDisposeEffect?: boolean): void;
  50. clone(name: string): MixMaterial;
  51. serialize(): any;
  52. getClassName(): string;
  53. static Parse(source: any, scene: Scene, rootUrl: string): MixMaterial;
  54. }
  55. }