TextureProjector is similar to a light that projects a texture into the scene, illuminating geometry that intersects the perspective projection volume.

The TextureProjector node belongs to the TextureProjection component and requires at least level 2, its default container field is children. It is available from X3D version 4.0 or higher.


+ X3DNode
  + X3DChildNode
    + X3DLightNode
      + X3DTextureProjectorNode
        + TextureProjector


SFNode [in, out] metadata NULL [X3DMetadataObject]

Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.


SFString [in, out] description “”

Author-provided prose that describes intended purpose of the url asset.


  • Many XML tools substitute XML character references for special characters automatically if needed within an attribute value (such as & for & ampersand character, or " for “ quotation-mark character).

SFBool [in, out] global TRUE

Global texture projection illuminates all objects within their volume of influence. Scoped texture projection (global false) only illuminates objects within the same transformation hierarchy.

SFBool [in, out] on TRUE

Enables/disables this texture projection source.

SFColor [in, out] color 1 1 1 [0,1]

color of light, applied to colors of objects.


SFFloat [in, out] intensity 1 [0,∞)

Brightness of direct emission from the light.

SFFloat [in, out] ambientIntensity 0 [0,1]

Brightness of ambient (nondirectional background) emission from the light. Interchange profile


  • This field may be ignored, applying the default value regardless.

SFVec3f [in, out] location 0 0 0 (-∞,∞)

Position of center of texture projection relative to local coordinate system.

SFVec3f [in, out] direction 0 0 1 (-∞,∞)

Direction for projection.

SFVec3f [in, out] upVector 0 0 1 (-∞,∞)

upVector describes the roll of the camera by saying which direction is up for the camera’s orientation.

SFFloat [in, out] fieldOfView π/4 (0,π)

Preferred minimum viewing angle for this projection in radians, providing minimum height or minimum width (whichever is smaller). Small field of view roughly corresponds to a telephoto lens, large field of view roughly corresponds to a wide-angle lens.


SFFloat [in, out] nearDistance -1 -1 or (0,∞)

Minimum distance necessary for texture display.

SFFloat [in, out] farDistance -1 -1 or (0,∞)

Maximum distance necessary for texture display.

SFFloat [out] aspectRatio

aspectRatio is the ratio of width and height that is projected.

SFNode [in, out] texture NULL [X3DTexture2DNode]

Single contained texture node (ImageTexture, MovieTexture, PixelTexture, MultiTexture) that maps image(s) to surface geometry.


SFBool [in, out] shadows FALSE

shadows field indicates whether or not this light casts a shadow behind illuminated X3DShapeNode geometry.

SFColor [in, out] shadowColor 0 0 0 [0,1] non standard

Color of shadow, applied to colors of objects.

SFFloat [in, out] shadowIntensity 1 [0,1]

shadowIntensity field defines how much light is obscured by shapes that cast shadows, ranging from 0 (light not obscured, no visible shadows) to 1 (light completely obscured, full-intensity shadows).

SFFloat [in, out] shadowBias 0.005 [0,1] non standard

The shadowBias value controls the visibility of shadow acne.

SFInt32 [ ] shadowMapSize 1024 [0,∞) non standard

Size of the shadow map in pixels, must be power of two.




  • Https://


  • Add textureTransform field?


See Also

This post is licensed under CC BY 4.0 by the author.