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TextureProperties

TextureProperties

Overview

TextureProperties allows precise fine-grained control over application of image textures to geometry.

The TextureProperties node belongs to the Texturing component and requires at least level 2, its default container field is textureProperties. It is available from X3D version 3.0 or higher.

Hierarchy

1
2
+ X3DNode
  + TextureProperties

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

SFColorRGBA [in, out] borderColor 0 0 0 0 [0,1]

borderColor defines border pixel color.

Hint

SFInt32 [in, out] borderWidth 0 [0,1]

borderWidth number of pixels for texture border.

SFFloat [in, out] anisotropicDegree 1 [1,∞)

anisotropicDegree defines minimum degree of anisotropy to account for in texture filtering (1=no effect for symmetric filtering, otherwise provide higher value). At least 2-to-1 anisotropy is often supported in low-level graphics rendering software and hardware, relative to horizontal and vertical directions.

Hints

SFBool [ ] generateMipMaps FALSE

Determines whether MIPMAPs are generated for texture images.

Hints

  • Mipmap preprocessing is a low-level rendering technique that can increase rendering speed and reduce aliasing artifacts.
  • Mipmap pyramids are pre-calculated, optimized sequences of images, each of which is a progressively lower resolution representation of the same image. The height and width of each image level in the mipmap is a power of two smaller than the previous level.
  • Aliasing and Clipping
  • Mipmap

Warning

  • Must declare generateMipMaps=’true’ for minificationFilter modes with MIPMAP in their value.

SFString [in, out] minificationFilter “FASTEST” [“AVG_PIXEL”, “AVG_PIXEL_AVG_MIPMAP”, “AVG_PIXEL_NEAREST_MIPMAP”, “DEFAULT”, “FASTEST”, “NEAREST_PIXEL”, “NEAREST_PIXEL_AVG_MIPMAP”, “NEAREST_PIXEL_NEAREST_MIPMAP”, “NICEST”]

minificationFilter indicates texture filter when image is larger than screen space representation.

Hint

Warning

  • Do not wrap extra quotation marks around these SFString enumeration values, since “quotation” “marks” are only used for MFString values.

SFString [in, out] magnificationFilter “FASTEST” [“AVG_PIXEL”, “DEFAULT”, “FASTEST”, “NEAREST_PIXEL”, “NICEST”]

magnificationFilter indicates texture filter when image is smaller than screen space representation.

Hint

Warning

  • Do not wrap extra quotation marks around these SFString enumeration values, since “quotation” “marks” are only used for MFString values.

SFString [in, out] boundaryModeS “REPEAT” [“CLAMP”, “CLAMP_TO_EDGE”, “CLAMP_TO_BOUNDARY”, “MIRRORED_REPEAT”, “REPEAT”]

boundaryModeS describes handling of texture-coordinate boundaries.

Hint

Warning

  • Do not wrap extra quotation marks around these SFString enumeration values, since “quotation” “marks” are only used for MFString values.

SFString [in, out] boundaryModeT “REPEAT” [“CLAMP”, “CLAMP_TO_EDGE”, “CLAMP_TO_BOUNDARY”, “MIRRORED_REPEAT”, “REPEAT”]

boundaryModeT describes handling of texture-coordinate boundaries.

Hint

Warning

  • Do not wrap extra quotation marks around these SFString enumeration values, since “quotation” “marks” are only used for MFString values.

SFString [in, out] boundaryModeR “REPEAT” [“CLAMP”, “CLAMP_TO_EDGE”, “CLAMP_TO_BOUNDARY”, “MIRRORED_REPEAT”, “REPEAT”]

boundaryModeR describes handling of texture-coordinate boundaries.

Hint

Warning

  • Do not wrap extra quotation marks around these SFString enumeration values, since “quotation” “marks” are only used for MFString values.

SFString [in, out] textureCompression “FASTEST” [“DEFAULT”, “FASTEST”, “HIGH”, “LOW”, “MEDIUM”, “NICEST”]

textureCompression indicates compression algorithm selection mode.

Hints

Warning

  • Do not wrap extra quotation marks around these SFString enumeration values, since “quotation” “marks” are only used for MFString values.

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

texturePriority defines relative priority for this texture when allocating texture memory, an important rendering resource in graphics-card hardware. Default value 0 is lowest, 1 is highest.

Advice

Hint

Warning

  • Requires X3D profile='Full' or else include <component name='Shape' level='2'/>

See Also

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