SurfaceShaderTexture
A texture reference that can be used as a child of SurfaceShader.
Inheritance
Code
XML encoding
<SurfaceShaderTexture textureCoordinatesId='0' channelMask='DEFAULT' isSRGB='FALSE' logFeature='' />
Classic encoding
SurfaceShaderTexture { textureCoordinatesId 0 channelMask "DEFAULT" isSRGB FALSE logFeature [""] }
Interface
Filter: X3D only | Avalon only | All
id | Name | DataType | PartType | Default | ValueType | Description |
---|---|---|---|---|---|---|
textureCoordinatesId | SFInt32 | inputOutput | 0 | Texture coordinate channel to use for this texture. | ||
channelMask | SFString | inputOutput | DEFAULT | Texture channels to use for this texture in the form of a glsl swizzle (e.g. "rgb", "abgr", "a")."DEFAULT" will use the default channels for the slot ("rgb" for colors and normals, "a" for alpha, shininess, ...). | ||
isSRGB | SFBool | inputOutput | FALSE | Whether texture contains sRGB content and need to be linearized (NOT IMPLEMENTED!). | ||
texture | SFNode | inputOutput | SingleTexture | The texture to use. | ||
textureTransform | SFNode | inputOutput | TextureTransform | An optional texture transform. | ||
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 | ||
metadata | SFNode | inputOutput | MetadataObject | container for payload metadata inside MetadataSet element |