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java.lang.Object | +----dnx.util.DNXObject | +----dnx.lr.Node | +----dnx.lr.SubsidiaryNode | +----dnx.lr.TextureNode | +----dnx.lr.node.PixelTextureNode
PixelTexture { exposedField SFImage image 0 0 0 field SFBool repeatS TRUE field SFBool repeatT TRUE }
The PixelTexture node defines a 2D image-based texture map as an explicit array of pixel values and parameters controlling tiling repetition of the texture onto 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 pixel image corresponds to the S-axis of the texture map, and left edge of the pixel image corresponds to the T-axis of the texture map. The lower-left pixel of the pixel image corresponds to s=0, t=0, and the top-right pixel of the image corresponds to s=1, t=1.
Images may be one component (greyscale), two component (greyscale plus alpha opacity), three component (full RGB color), or four-component (full RGB color plus alpha opacity). An ideal VRML implementation will use the texture image to modify the diffuse color and transparency ( = 1 - alpha opacity) 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:
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.
See "Concepts - Lighting Model" for details on the VRML lighting equations.
See the "Field Reference - SFImage" specification for details on how to specify an 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 SFImage imagerepeatS
public SFBool repeatSrepeatT
public SFBool repeatT
public PixelTextureNode()
protected void createNodeDefinition(NodeDefinition def)
protected void initFields()
public Texture getTexture(Graphics3DDevice device)
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