diff --git a/src/Nazara/Graphics/Material.cpp b/src/Nazara/Graphics/Material.cpp index c646d940b..9a95c656b 100644 --- a/src/Nazara/Graphics/Material.cpp +++ b/src/Nazara/Graphics/Material.cpp @@ -911,12 +911,29 @@ namespace Nz UberShaderLibrary::Register("PhongLighting", uberShader); } - // Une fois les shaders de base enregistrés, on peut créer le matériau par défaut - s_defaultMaterial = Material::New(); + // Once the base shaders are registered, we can now set some default materials + s_defaultMaterial = New(); s_defaultMaterial->Enable(RendererParameter_FaceCulling, false); s_defaultMaterial->SetFaceFilling(FaceFilling_Line); MaterialLibrary::Register("Default", s_defaultMaterial); + MaterialRef mat; + + mat = New(); + mat->Enable(RendererParameter_DepthWrite, false); + mat->Enable(RendererParameter_FaceCulling, false); + mat->EnableLighting(false); + MaterialLibrary::Register("Basic2D", std::move(mat)); + + mat = New(); + mat->Enable(RendererParameter_Blend, true); + mat->Enable(RendererParameter_DepthWrite, false); + mat->Enable(RendererParameter_FaceCulling, false); + mat->EnableLighting(false); + mat->SetDstBlend(BlendFunc_InvSrcAlpha); + mat->SetSrcBlend(BlendFunc_SrcAlpha); + MaterialLibrary::Register("Translucent2D", std::move(mat)); + return true; }