Tizen(Headed) Native API  6.5
Dali::Toolkit::MeshVisual::Property Namespace Reference

MeshVisual Property. More...

Enumerations

enum  
 Enumeration for the instance of properties belonging to the MeshVisual. More...

Detailed Description

MeshVisual Property.

Since:
3.0, DALi version 1.1.45

Enumeration Type Documentation

anonymous enum

Enumeration for the instance of properties belonging to the MeshVisual.

Since:
3.0, DALi version 1.1.45
Enumerator:
OBJECT_URL 

The location of the ".obj" file.

Name "objectUrl", type Property::STRING.

Since:
3.0, DALi version 1.1.45
Note:
Mandatory.
MATERIAL_URL 

The location of the ".mtl" file.

Name "materialUrl", type Property::STRING.

Since:
3.0, DALi version 1.1.45
Note:
Optional. If not specified, then a textureless object is assumed.
TEXTURES_PATH 

Path to the directory the textures (including gloss and normal) are stored in.

Name "texturesPath", type Property::STRING.

Since:
3.0, DALi version 1.1.45
Note:
Mandatory if using material.
SHADING_MODE 

Sets the type of shading mode that the mesh will use.

Name "shadingMode", type ShadingMode::Value (Property::INTEGER) or Property::STRING. If anything the specified shading mode requires is missing, a simpler mode that can be handled with what has been supplied will be used instead.

Since:
3.0, DALi version 1.1.45
Note:
Optional. If not specified, it will use the best it can support (will try ShadingMode::TEXTURED_WITH_DETAILED_SPECULAR_LIGHTING first).
See also:
ShadingMode::Value
USE_MIPMAPPING 

Whether to use mipmaps for textures or not.

Name "useMipmapping", type Property::BOOLEAN.

Since:
3.0, DALi version 1.1.45
Note:
Optional. If not specified, the default is true.
USE_SOFT_NORMALS 

Whether to average normals at each point to smooth textures or not.

Name "useSoftNormals", type Property::BOOLEAN.

Since:
3.0, DALi version 1.1.45
Note:
Optional. If not specified, the default is true.
LIGHT_POSITION 

The position, in stage space, of the point light that applies lighting to the model.

Name "lightPosition", type Property::VECTOR3. This is based off the stage's dimensions, so using the width and height of the stage halved will correspond to the center, and using all zeroes will place the light at the top left corner.

Since:
3.0, DALi version 1.1.45
Note:
Optional. If not specified, the default is an offset outwards from the center of the screen.