#include <mobu-python-api.h>
Shader transparency computation.
There are different way to compute transparency, and this lists the supported options.
Inheritance diagram for FBAlphaSource:Public Attributes | |
| object | kFBAlphaSourceNoAlpha |
| No transparency. More... | |
| object | kFBAlphaSourceAccurateAlpha |
| Accurate Transparency. More... | |
| object | kFBAlphaSourceTransluscentAlpha |
| Translucent. More... | |
| object | kFBAlphaSourceMatteAlpha |
| Matte. More... | |
| object | kFBAlphaSource2DTransparency |
| 2D Transparency. More... | |
| object | kFBAlphaSourceAdditiveAlpha |
| Additive Transparency. More... | |
| object | kFBAlphaSourceTransluscentZSortAlpha |
| Translucent(Models Z Sort). More... | |
| object kFBAlphaSource2DTransparency |
2D Transparency.
| object kFBAlphaSourceAccurateAlpha |
Accurate Transparency.
| object kFBAlphaSourceAdditiveAlpha |
Additive Transparency.
| object kFBAlphaSourceMatteAlpha |
Matte.
| object kFBAlphaSourceNoAlpha |
No transparency.
| object kFBAlphaSourceTransluscentAlpha |
Translucent.
| object kFBAlphaSourceTransluscentZSortAlpha |
Translucent(Models Z Sort).