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All shaders have access to the
#standard
shader properties; in addition to these standard shader
properties shaders of the types
#engraver
,
#newsprint
, and
#painter
have properties unique to
their type. For more information, see the
newShader
.
Example
The following statement causes the model Pluto to be rendered opaque. The setting of the blend
property for the model’s shader will have no effect.
member("scene").model("Pluto").shader.transparent = FALSE
See also
blendFactor
,
blend (3D)
triggerCallback
Syntax
sprite(
whichQTVRSprite
).triggerCallback
triggerCallback of sprite
whichQTVRSprite
Description
QuickTime VR sprite property; contains the name of the handler that runs when the user clicks a
hotspot in a QuickTime VR movie. The handler is sent two arguments: the
me
parameter and the
ID of the hotspot that the user clicked.
The value that the handler returns determines how the movie processes the hotspot. If the handler
returns
#continue
, the QuickTime VR sprite continues to process the hotspot normally. If the
handler returns
#cancel
, the default behavior for the hotspot is canceled.
Set this property to 0 to clear the callback.
The QuickTime VR sprite receives the message first.
To avoid a decrease in performance, set the
triggerCallback
property only when necessary.
This property can be tested and set.
Example
The following statement sets the callback handler for a QuickTime VR sprite to the handler
named
MyHotSpotCallback
when the playhead first enters the sprite span. Every time that
hotspot is triggered, the
MyHotSpotCallback
handler is executed. When the playhead leaves the
sprite span, the callback is canceled.
property pMySpriteNum, spriteNum
on beginSprite me
pMySpriteNum = me.spriteNum
sprite(pMySpriteNum).triggerCallback = #MyHotSpotCallback
end
on MyHotSpotCallback me, hotSpotID
put "Hotspot" && hotSpotID && "was just triggered"
end
on endSprite me
sprite(pMySpriteNum).triggerCallback = 0
end
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