M&B: Bannerlord 1.3.14
The horns sound, the ravens gather.
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TaleWorlds.Engine.WeakMaterial Struct Reference

Public Member Functions

Shader GetShader ()
UInt64 GetShaderFlags ()
void SetShaderFlags (UInt64 flagEntry)
void SetMeshVectorArgument (float x, float y, float z, float w)
void SetTexture (Material.MBTextureType textureType, Texture texture)
void SetTextureAtSlot (int textureSlot, Texture texture)
void SetAreaMapScale (float scale)
void SetEnableSkinning (bool enable)
bool UsingSkinning ()
Texture GetTexture (Material.MBTextureType textureType)
Texture GetTextureWithSlot (int textureSlot)
void AddMaterialShaderFlag (String flagName, bool showErrors)
void RemoveMaterialShaderFlag (String flagName)
override bool Equals (object obj)
override int GetHashCode ()

Static Public Member Functions

static bool operator== (WeakMaterial weakMaterial1, WeakMaterial weakMaterial2)
static bool operator!= (WeakMaterial weakMaterial1, WeakMaterial weakMaterial2)

Static Public Attributes

static readonly WeakMaterial Invalid = new WeakMaterial(UIntPtr.Zero)

Properties

UIntPtr Pointer [get]
bool IsValid [get]
string Name [get, set]
 Gets Name of the material This property is read only.

Member Function Documentation

◆ GetShader()

Shader TaleWorlds.Engine.WeakMaterial.GetShader ( )

◆ GetShaderFlags()

UInt64 TaleWorlds.Engine.WeakMaterial.GetShaderFlags ( )

◆ SetShaderFlags()

void TaleWorlds.Engine.WeakMaterial.SetShaderFlags ( UInt64 flagEntry)

◆ SetMeshVectorArgument()

void TaleWorlds.Engine.WeakMaterial.SetMeshVectorArgument ( float x,
float y,
float z,
float w )

◆ SetTexture()

void TaleWorlds.Engine.WeakMaterial.SetTexture ( Material.MBTextureType textureType,
Texture texture )

◆ SetTextureAtSlot()

void TaleWorlds.Engine.WeakMaterial.SetTextureAtSlot ( int textureSlot,
Texture texture )

◆ SetAreaMapScale()

void TaleWorlds.Engine.WeakMaterial.SetAreaMapScale ( float scale)

◆ SetEnableSkinning()

void TaleWorlds.Engine.WeakMaterial.SetEnableSkinning ( bool enable)

◆ UsingSkinning()

bool TaleWorlds.Engine.WeakMaterial.UsingSkinning ( )

◆ GetTexture()

Texture TaleWorlds.Engine.WeakMaterial.GetTexture ( Material.MBTextureType textureType)

◆ GetTextureWithSlot()

Texture TaleWorlds.Engine.WeakMaterial.GetTextureWithSlot ( int textureSlot)

◆ AddMaterialShaderFlag()

void TaleWorlds.Engine.WeakMaterial.AddMaterialShaderFlag ( String flagName,
bool showErrors )

◆ RemoveMaterialShaderFlag()

void TaleWorlds.Engine.WeakMaterial.RemoveMaterialShaderFlag ( String flagName)

◆ operator==()

bool TaleWorlds.Engine.WeakMaterial.operator== ( WeakMaterial weakMaterial1,
WeakMaterial weakMaterial2 )
static

◆ operator!=()

bool TaleWorlds.Engine.WeakMaterial.operator!= ( WeakMaterial weakMaterial1,
WeakMaterial weakMaterial2 )
static

◆ Equals()

override bool TaleWorlds.Engine.WeakMaterial.Equals ( object obj)

◆ GetHashCode()

override int TaleWorlds.Engine.WeakMaterial.GetHashCode ( )

Member Data Documentation

◆ Invalid

readonly WeakMaterial TaleWorlds.Engine.WeakMaterial.Invalid = new WeakMaterial(UIntPtr.Zero)
static

Property Documentation

◆ Pointer

UIntPtr TaleWorlds.Engine.WeakMaterial.Pointer
get

◆ IsValid

bool TaleWorlds.Engine.WeakMaterial.IsValid
get

◆ Name

string TaleWorlds.Engine.WeakMaterial.Name
getset