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CryENGINE Game Programming with C++, C#, and Lua

You're reading from   CryENGINE Game Programming with C++, C#, and Lua For developers wanting to create 3D games, CryENGINE offers the intuitive route to success and this book is the complete guide to using it. Learn to use sophisticated tools and build super-real, super-addictive games.

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Product type Paperback
Published in Nov 2013
Publisher Packt
ISBN-13 9781849695909
Length 276 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (14) Chapters Close

Preface 1. Introduction and Setup 2. Visual Scripting with Flowgraph FREE CHAPTER 3. Creating and Utilizing Custom Entities 4. Game Rules 5. Creating Custom Actors 6. Artificial Intelligence 7. The User Interface 8. Multiplayer and Networking 9. Physics Programming 10. Rendering Programming 11. Effects and Sound 12. Debugging and Profiling Index

Modifying materials at runtime

In this section we're going to modify a material at runtime.

Note

Similar to IStatObj, we can also clone our material to avoid making changes to all of the objects using it currently. To do so, call IMaterialManager::CloneMaterial, which is accessible via gEnv->p3DEngine->GetMaterialManager().

The first thing we need to do is obtain an instance of the material we want to edit. If we have an entity nearby, we can use IEntity::GetMaterial as shown:

IMaterial *pMaterial = pEntity->GetMaterial();

Note

Note that IEntity::GetMaterial returns null if no custom material has been set. If this is the case, you might want to rely on a function such as IStatObj::GetMaterial.

Cloning a material

Note that IMaterial instances can be used for multiple objects. This means that modifying an object's parameters can result in changes on objects other than that you retrieved the object from.

To resolve this, we can simply clone the material before modifying it via the...

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