IndexedQuadSet
The IndexedQuadSet node represents a 3D shape that represents a collection of individual quads.
Inheritance
Code
XML encoding
<IndexedQuadSet texCoordIndex='' normalIndex='' colorIndex='' index='' lit='TRUE' optimizationMode='auto' logFeature='' normalUpdateMode='nice' cacheMode='auto' invalidateVolume='FALSE' multiResolutionLevel='1' resolution='1' showNormalLength='0' normalPerVertex='TRUE' colorPerVertex='TRUE' ccw='TRUE' creaseAngle='0' solid='TRUE' />
Classic encoding
IndexedQuadSet { texCoordIndex [] normalIndex [] colorIndex [] index [] lit TRUE optimizationMode ["auto"] logFeature [""] normalUpdateMode "nice" cacheMode "auto" invalidateVolume FALSE multiResolutionLevel 1 resolution 1 showNormalLength 0 normalPerVertex TRUE colorPerVertex TRUE ccw TRUE creaseAngle 0 solid TRUE }
Interface
Filter: X3D only | Avalon only | All
id | Name | DataType | PartType | Default | ValueType | Description |
---|---|---|---|---|---|---|
colorIndex | MFInt32 | inputOutput | colorIndex indices provide order in which colors are applied. Hint: if rendering Coordinate points originally defined for an IndexedFaceSet, index values may need to repeat initial each initial vertex to close the polygons. | |||
index | MFInt32 | inputOutput | indices specifying which vertices to draw | |||
normalIndex | MFInt32 | inputOutput | Interchange profile hint: this field may be ignored. | |||
texCoordIndex | MFInt32 | inputOutput | List of texture-coordinate indices mapping attached texture to corresponding coordinates. Hint: use a tool! | |||
attrib | MFNode | inputOutput | VertexAttribute | If the "attrib" field is not empty it shall contain a list of per-vertex attribute information for programmable shaders | ||
logFeature | MFString | inputOutput | state, child, parent, route, eventIn, eventOut | controls the logging of changes, state: log state changes (e.g. live), child: log child add/remove, parent: log parent add/remove, route: log route add/remove; eventIn: log receiving of events, eventOut: log sending of events: guiView, runtime system should create node-view, guiEdit: runtime system should create node-editeverything: log everything | ||
optimizationMode | MFString | inputOutput | auto | auto; all, none, sharedVertex; stripFan; vertexResort; reduceIndexSize; singleIndex | optimization mode settings; used leading +/- to switch modes on and off | |
ccw | SFBool | initializeOnly | TRUE | ccw = counterclockwise: ordering of vertex coordinates orientation. Hint: "ccw" false can reverse solid (backface culling) and normal-vector orientation. | ||
colorPerVertex | SFBool | initializeOnly | TRUE | Whether Color node is applied per vertex (true) or per polygon (false). | ||
invalidateVolume | SFBool | inputOutput | FALSE | set volume invalid | ||
lit | SFBool | initializeOnly | TRUE | specifies whether to enable/disable lighting the geometry.TRUE enables lighting, FALSE disables lighting. | ||
normalPerVertex | SFBool | initializeOnly | TRUE | Whether Normal node is applied per vertex (true) or per polygon (false). | ||
solid | SFBool | initializeOnly | TRUE | Setting "solid" true means draw only one side of polygons (backface culling on), setting "solid" false means draw both sides of polygons (backface culling off). Warning: default value true can completely hide geometry if viewed from wrong side! | ||
creaseAngle | SFFloat | initializeOnly | 0 | [0, Inf) | "creaseAngle" defines angle (in radians) for determining whether adjacent polygons are drawn with sharp edges or smooth shading. If angle between normals of two adjacent polygons is less than "creaseAngle", smooth shading is rendered across the shared line segment. Interchange profile hint: only 0 and radians supported. Hint: creaseAngle=0 means render all edges sharply, creaseAngle=3.14 means render all edges smoothly. | |
resolution | SFFloat | inputOutput | 1 | factor for subdivision of mesh | ||
showNormalLength | SFFloat | inputOutput | 0 | [0, Inf) | Length of normals. If zero (default), normals are not shown. | |
multiResolutionLevel | SFInt32 | initializeOnly | 1 | resolution level in progressive mesh | ||
color | SFNode | inputOutput | Color | If NULL the geometry is rendered using the Material and texture defined in the Appearance node. If not NULL the field shall contain a Color node whose colours are applied depending on the value of "colorPerVertex". | ||
coord | SFNode | inputOutput | Coordinate | Coordinate node specifiying the vertices used by the geometry. | ||
fogCoord | SFNode | inputOutput | FogCoordinate | If not NULL, it shall contain a FogCoordinate node. | ||
metadata | SFNode | inputOutput | MetadataObject | container for payload metadata inside MetadataSet element | ||
normal | SFNode | inputOutput | Normal | If not NULL, it shall contain a Normal node whose normals are applied to the vertices or faces of the geometry. | ||
texCoord | SFNode | inputOutput | TextureCoordinateBase | If not NULL, it shall contain a TextureCoordinate node. | ||
cacheMode | SFString | initializeOnly | auto | auto; dlist; vbo; off | controls the creation of geo cache objects; auto is vbo or dlist for dynamic objects | |
normalUpdateMode | SFString | initializeOnly | nice | none; fast; nice | force update of normals; nice update is with creaseAngle, fast is without |