MultiTextureTransform
Overview
MultiTextureTransform contains multiple TextureTransform nodes, each provided for use by corresponding ImageTexture MovieTexture or PixelTexture nodes within a sibling MultiTexture node.
The MultiTextureTransform node belongs to the Texturing component and requires at least level 2, its default container field is textureTransform. It is available from X3D version 3.0 or higher.
Hierarchy
1
2
3
4
+ X3DNode
+ X3DAppearanceChildNode
+ X3DTextureTransformNode
+ MultiTextureTransform
Fields
SFNode [in, out] metadata NULL [X3DMetadataObject]
Information about this node can be contained in a MetadataBoolean, MetadataDouble, MetadataFloat, MetadataInteger, MetadataString or MetadataSet node.
Hint
MFNode [in, out] textureTransform [ ] [X3DTextureTransformNode]
Zero or more contained TextureTransform nodes, for each of the different texture channels, that define 2D transformation applied to texture coordinates.
Hints
- Texture coordinates are reapplied (or else recomputed if textureTransform field initially NULL) whenever the corresponding vertex-based geometry changes.
- If textureTransform array is empty, then this field has no effect.
Warning
- MultiTextureTransform may not contain another MultiTextureTransform node.
Advice
Hints
- Insert Shape and Appearance nodes before adding MultiTextureTransform.
- Texture mapping
- Multitexturing is accomplished using MultiTexture, MultiTextureCoordinate and MultiTextureTransform nodes.
- X3D Texturing component Figure 18.2 Lightmap example
- X3D Texturing component Table 18.2: Comparison of single texture and multitexture attributes
Warnings
- The number of textures to be blended may have a significant impact on performance, depending on available graphics hardware capabilities.
- MultiTextureTransform may not contain another MultiTextureTransform node.
See Also
This post is licensed under CC BY 4.0 by the author.