Post

TextureTransform

Overview

TextureTransform shifts 2D texture coordinates for positioning, orienting and scaling image textures on geometry.

The TextureTransform node belongs to the Texturing component and requires at least level 1, its default container field is textureTransform. It is available since VRML 2.0 and from X3D version 3.0 or higher.

Hierarchy

1
2
3
4
5
+ X3DNode
  + X3DAppearanceChildNode
    + X3DTextureTransformNode
      + X3DSingleTextureTransformNode
        + TextureTransform

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

SFString [in, out] mapping “”

The mapping label identifies which texture coordinates and transformations are used to compute texture effects from corresponding geometry on a given material.

Hint

SFVec2f [in, out] translation 0 0 (-∞,∞)

Lateral/vertical shift in 2D (s,t) texture coordinates (opposite effect appears on geometry).

SFFloat [in, out] rotation 0 (-∞,∞)

Single rotation angle of texture about center (opposite effect appears on geometry).

Warning

  • Use a single radian angle value, not a 4-tuple Rotation.

SFVec2f [in, out] scale 1 1 (-∞,∞)

Non-uniform planar scaling of texture about center (opposite effect appears on geometry).

SFVec2f [in, out] center 0 0 (-∞,∞)

center point in 2D (s,t) texture coordinates for rotation and scaling.

Advice

Hints

  • Order of operations is translation, rotation about center, non-uniform scale about center.
  • Insert Shape and Appearance nodes before adding TextureTransform.
  • Texture mapping

Warning

  • Resulting visible effects appear reversed because image changes occur before mapping to geometry.

See Also

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