+ break;
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+ break;
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ material.MaterialType = video::EMT_SOLID;
+ break;
+ }
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
+ }
+ void applyMaterialOptionsWithShaders(video::SMaterial &material,
+ const video::E_MATERIAL_TYPE &basic,
+ const video::E_MATERIAL_TYPE &liquid,
+ const video::E_MATERIAL_TYPE &alpha) const
+ {
+ switch(material_type){
+ case TILE_MATERIAL_BASIC:
+ material.MaterialType = basic;
+ break;
+ case TILE_MATERIAL_ALPHA:
+ material.MaterialType = alpha;
+ break;
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ material.MaterialType = liquid;
+ break;
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ material.MaterialType = liquid;
+ break;
+ }