textureModeList 1033
•
#wrapCylindrical
wraps the texture around the surface as though the surface were placed in
the middle of the texture and then the texture were rolled around the surface to form a
cylinder. The
wrapTransformList[textureLayerIndex]
is applied to the mapping space
before the texture coordinates are generated in model space. With an identity
wrapTransformList[textureLayerIndex]
(the default), the cylindrical mapping is oriented
such that the texture is wrapped from the -Y axis, starting at the left edge of the texture, toward
the +X axis, around the Z axis. The up direction of the texture is toward the +Z axis.
•
#wrapSpherical
wraps the texture around the surface as though the surface were placed in the
middle of the texture and then all four corners of the texture were pulled up to meet at the top.
The
wrapTransformList[textureLayerIndex]
is applied to the mapping space before the
texture coordinates are generated in model space. With an identity
wrapTransformList[textureLayerIndex]
, the spherical mapping is located at the model
space origin and oriented such that the texture is wrapped from the -Y axis, starting at the left
edge of the texture, toward the +X axis, around the Z axis. The up direction of the texture is
toward the +Z axis.
•
#reflection
is similar to
#wrapSpherical
except that the new texture coordinates are
continuously reprojected onto the surface from a fixed orientation. When the model rotates,
the texture coordinates will not rotate with it. Simulates light reflected on an object by its
environment. This setting disables
wrapTransform
.
•
#diffuseLight
generates diffuse light mapping texture coordinate values, one per vertex, and
stores the results in the referenced mesh. This setting disables
wrapTransform
.
•
#specularLight
generates specular light mapping texture coordinate values, one per vertex,
and stores the results in the referenced mesh. This setting disables
wrapTransform
.
Example
In this example, a shader is set up to simulate a reflective garden ball. The shader's first
textureLayer is set to a spherical mapping and the third textureLayer is set to use a #refection style
mapping. The shader’s textureList[3] entry will appear to reflected from the environment onto all
models which use this shader.
member("scene").shader("GardenBall).textureList[1] = \
member("scene").texture("FlatShinyBall")
member("scene").shader("GardenBall").textureModeList[1] = \
#wrapSpherical
member("scene").shader("GardenBall").textureList[3] = \
member("scene").texture("GardenEnvironment")
member("scene").shader("GardenBall").textureModeList[3] = \
#reflection
See also
textureTransformList
,
wrapTransform
Содержание DIRECTOR MX 2004-DIRECTOR SCRIPTING
Страница 1: ...DIRECTOR MX 2004 Director Scripting Reference...
Страница 48: ...48 Chapter 2 Director Scripting Essentials...
Страница 100: ...100 Chapter 4 Debugging Scripts in Director...
Страница 118: ...118 Chapter 5 Director Core Objects...
Страница 594: ...594 Chapter 12 Methods...
Страница 684: ...684 Chapter 14 Properties See also DVD...
Страница 702: ...702 Chapter 14 Properties See also face vertices vertices flat...
Страница 856: ...856 Chapter 14 Properties JavaScript syntax sprite 15 member member 3 4...
Страница 889: ...netPresent 889 _player alert Sorry the Network Support Xtras could not be found See also Player...
Страница 1102: ...1102 Chapter 14 Properties...