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java.lang.Object | +----dnx.util.DNXObject | +----dnx.lr.Node | +----dnx.lr.SubsidiaryNode | +----dnx.lr.TextureNode | +----dnx.lr.node.ImageTextureNode
ImageTexture { exposedField MFString url [] field SFBool repeatS TRUE field SFBool repeatT TRUE }
The ImageTexture node defines a texture map by specifying an image file and general parameters for mapping to geometry. Texture maps are defined in a 2D coordinate system, (s, t), that ranges from 0.0 to 1.0 in both directions. The bottom edge of the image corresponds to the S-axis of the texture map, and left edge of the image corresponds to the T-axis of the texture map. The lower-left pixel of the image corresponds to s=0, t=0, and the top-right pixel of the image corresponds to s=1, t=1.
The texture is read from the URL specified by the url field. To turn off texturing, set the url field to have no values ([]). Browsers are required to support the JPEG [JPEG] and PNG [PNG] image file formats, and in addition, may support any other image formats. Support for the GIF format [GIF] including transparent backgrounds is also recommended. See the section ""Concepts - URLS and URNs" for details on the url field.
Texture images may be one component (greyscale), two component (greyscale plus transparency), three component (full RGB color), or four-component (full RGB color plus transparency). An ideal VRML implementation will use the texture image to modify the diffuse color and transparency of an object's material (specified in a Material node), then perform any lighting calculations using the rest of the object's material properties with the modified diffuse color to produce the final image. The texture image modifies the diffuse color and transparency depending on how many components are in the image, as follows:
See "Concepts - Lighting Model" for details on lighting equations and the interaction between textures, materials, and geometries.
Browsers may approximate this ideal behavior to increase performance. One common optimization is to calculate lighting only at each vertex and combining the texture image with the color computed from lighting (performing the texturing after lighting). Another common optimization is to perform no lighting calculations at all when texturing is enabled, displaying only the colors of the texture image.
The repeatS and repeatT fields specify how the texture wraps in the S and T directions. If repeatS is TRUE (the default), the texture map is repeated outside the 0-to-1 texture coordinate range in the S direction so that it fills the shape. If repeatS is FALSE, the texture coordinates are clamped in the S direction to lie within the 0-to-1 range. The repeatT field is analogous to the repeatS field.
public MFString urlrepeatS
public SFBool repeatSrepeatT
public SFBool repeatT
public ImageTextureNode()
protected void createNodeDefinition(NodeDefinition def)
protected void initFields()
public Texture getTexture(Graphics3DDevice device)
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