textureModeList
Syntax
member(whichCastmember
).shader(whichShader
).textureModeList
member(whichCastmember
).shader(whichShader
).
textureModeList[textureLayerIndex
]
member(whichCastmember
).model(whichModel
).shader.textureModeList
member(whichCastmember
).model(whichModel
).shader.
textureModeList[textureLayerndex
]
Description
3D standard shader property; allows you to change how a textureLayer is mapped onto the surface of a model. This property is ignored if the #toon
modifier is applied to the model resource. Possible values are as follows:
 |
#none uses the texture coordinate values originally defined for the model resource. This setting disables wrapTransform and wrapTransformList[textureLayerIndex] .
|
 |
#wrapPlanar wraps the texture on the model surface as though it were being projected from an overhead projector. The shader's 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 planar mapping is oriented such that the texture is extruded along the Z axis with the texture's up direction along the Y axis.
|
 |
#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