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<H1><A ID="SECTION00120000000000000000"> Image Texturing</A> </H1>
<P> also supports an <TT>image</TT> texture. This texture allows you to use images to modify the characteristics of a surface. You can use three-channel images to modify the any or all of the ambient, diffuse, and specular colors of a surface. If you are using the Utah Raster Toolkit, you can also use single-channel images to modify surface reflectance, transparency, and the specular exponent. You can also use a single-channel image to apply a bump map to a surface.
<P> In all but the bump-mapping case, a component is modified by multiplying the given value by the value computed by the texturing function. When using the Utah Raster Toolkit, surface characteristics are modified in proportion to the value of the <EM>alpha</EM> channel in the image. If there is no <EM>alpha</EM> channel, or you are not using the Utah Raster Toolkit, <EM>alpha</EM> is assumed to be everywhere equal to 1.
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Possible surface components are:
<TT>ambient</TT> (modify ambient color),
<TT>diffuse</TT> (modify diffuse color),
<TT>specular</TT> (modify specular color),
<TT>specpow</TT>, (modify specular exponent),
<TT>reflect</TT>, (modify reflectivity),
<TT>transp</TT> (modify transparency),
<TT>bump</TT>, (modify surface normal).
The <TT>specpow</TT>, <TT>reflect</TT>, <TT>transp</TT>, and <TT>bump</TT>
components require the use of a single-channel image.
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The usual behavior is for the object's default surface properties to
be used.
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Tiling is usually only a concern when planar mapping is being used,
though it may also be used if image textures are being scaled. By default
<EM>un</EM> and <EM>vn</EM> are both zero.
<P> A mapping function may also be associated with an image texture.
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