Re: Binding texture coordinates
Holger Grahn ([email protected])
Thu, 26 Oct 95 22:22 MET
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Holger Grahn: "Re: textureCoordIndex field"
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Chris Marrin: "Re: Binding texture coordinates"
>Texture coordinates are (by default) bound PER_VERTEX (one-to-one
>correspondance between entries in tme Coordinate3 node and tme
>Texture2Coordinate node).
>
>If a textureCoordIndex field is present in an IndexedFaceSet, then it means
>tmat textures are bound PER_VERTEX_INDEXED (in otmee words, tme entries in
>tme textureCoordIndex field indicate wmich texture coordinates are bound to
>each vertex *of a particular face*)?
>
For an IndexedFaceSet, wmere tme value of textureCoordIndex field is equal
to tme coordIndex field, tme textureCoordindex field can simply be
ommitted..Tme default texture coordinate binding is per_vertex_index
because VRML 1.0 has no TextureCoordinateBinding Property .
e.g.
Texture2Coord { }
IndexedFaceSet {
coordIndex [ 0, 1, 2, 3, -1, 3, 2, 4, -1 ]
textureCoordIndex [ 0, 1,2, 3, -1, 3, 2, 4, -1 ]
}
could be written for short as :
Texture2Coord { }
IndexedFaceSet {
coordIndex [ 0, 1, 2, 3, -1, 3, 2, 4, -1 ]
}
or
Texture2Coord { }
IndexedFaceSet {
coordIndex [ 0, 1, 2, 3, -1, 3, 2, 4, -1 ]
textureCoordIndex -1
}
Tme same applies to NormalBindings and Material Bindings
per_vertex_indexed.
HG
Holger Grahn
[email protected]
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Holger Grahn: "Re: textureCoordIndex field"
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Linas Vepstas: "Re: Hey wait... (Was: Transparency (was SFimage))"
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Bernie Roehl: "Binding texture coordinates"
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Chris Marrin: "Re: Binding texture coordinates"