/// @func BBMOD_DefaultLightmapMaterial([_shader]) /// /// @extends BBMOD_DefaultMaterial /// /// @desc A material that can be used when rendering lightmapped models with /// two UV channels. /// /// @param {Struct.BBMOD_LightmapShader} [_shader] A shader that the material /// uses in the {@link BBMOD_ERenderPass.Forward} pass. Leave `undefined` if you /// would like to use {@link BBMOD_Material.set_shader} to specify shaders /// used in specific render passes. /// /// @see BBMOD_LightmapShader function BBMOD_DefaultLightmapMaterial(_shader=undefined) : BBMOD_DefaultMaterial(_shader) constructor { BBMOD_CLASS_GENERATED_BODY; static DefaultMaterial_copy = copy; /// @var {Pointer.Texture} A texture with RGBM encoded lightmap. Overrides /// the default lightmap texture defined with {@link bbmod_lightmap_set}. Lightmap = undefined; static copy = function (_dest) { DefaultMaterial_copy(_dest); _dest.Lightmap = Lightmap; return self; }; static clone = function () { var _clone = new BBMOD_DefaultLightmapMaterial(); copy(_clone); return _clone; }; }