Parent: textures
Allows configuration of textures. If a sceneobjects has its 'texture' set and it matches the 'texture' in this list then the configurate of the texture specified here is used eg you could use it to make the texture on chair have transparency. If the texture is not in this list then default texture settings are used.
TEXTURE
Unlimited TEXTURE elements
texture string
Is the filename of the texture used. Is used to matched to a sceneobject
If no image is used a @ symbol can be used eg
<TEXTURE texture="@red" frontpropertiesemission="FF0000"/>
alpha float 0-1
Transparency of the texture. If 0 then fully transparent while 1 is no transparency
scale float 0-
Scale the texture in the x and y direction. If set to 2 then the texture will halve in size
scalex float 0-
Same as scale but in the x direction
scaley float 0-
Same as scale but in the y direction
imagebrightness float
Change the brightness of the texture when its loaded. Is different to frontproperties in that the brightness is permanent.
texturemode string
How texture is applied to the object. For example is the texture blended with the material emission color. Refer to the glscene texturemode reference for more information about texturemode. It is an enumerated type of 'decal', 'modulate', 'replace' and 'blend'.
decal is similar to tmReplace except that transparency is displayed. For example if blending mode is set to 'Transparency' and frontpropertiesdiffusealpha=0.5 then the texture is transparent. Like replace no blending takes place. Decal wont provide transparency with the alpha channel. All the other texturemodes will.
modulate includes transparency and will also mix the texture color with the frontproperties.emission.color.
replace displays a texture on an object with no transparency or blending. It completely replaces the underlying color.
blend includes transparency and will mix the texture color with the texture envcolor. .
imagealpha string
How a texture is made transparent. For example if 'superblacktransparent' is used black parts of a texture are transparent. Is an enumerated type of 'Default', 'AlphaFromIntensity','SuperBlackTransparent', 'Luminance', 'LuminanceSqrt', 'Opaque', 'TopLeftPointColorTransparent', 'InverseLuminance', 'InverseLuminanceSqrt'
default transparency is defined as the alpha channel of the texture.
superblacktransparent parts of the texture that are 100% black (RGB color of (0, 0, 0)) are completely transparent, others are completely opaque.
opaque alpha channel is uniformously set to 1.0
topleftpointcolortransparent parts of the texture that are the same color as the bottom left corner of the texture will be transparent. It is not the top left despite the wording
alphafromintensity the alpha channel value is deduced from other RGB components intensity (the brighter, the more opaque).
luminance the luminance value is calculated for each pixel and used for RGB and Alpha values
luminancesqrt same as Luminance but with an Sqrt(Luminance)
inverseluminance
inverseluminancesqrt
maxsize integer
The maximum size of the texture. For example if the texture is a 300 by 300 pixel image and maxsize is 256 then the texture will be scaled to 256 to 256.
frontpropertiesemission COLOR
The color emitted by the object regardless of the light source. This allows an object to have a color even if there is no light source in the scene. Refer to frontproperties for more information about frontpropertiesemission.
frontpropertiesdiffuse COLOR
This color emitted from an object that is entirely diffuse (eg like paper). The shadows produced depend on the position of the lightsource. The shadows also depend on the shape of the object. Refer to frontproperties for more information about frontpropertiesdiffuse.
frontpropertiesambient COLOR
Light that comes from all directions equally and is scattered in all directions by the objects in the scene. It is different from the emission property in that the color emitted by the object depends on the ambient color of the lightsource. The ambient color of the lightsource is blended with the ambient color of the object. Refer to frontproperties for more information about frontpropertiesambient.
frontpropertiesspecular COLOR
Light that is reflected from the object as though the object was entirely reflective like a mirror. Where the light reflects depends on the position of the light source and the shape of the object. In order to see specular reflection the lightsource diffuse color shouldn't be black. Refer to frontproperties for more information about frontpropertiesspecular.
blendingmode string
Used to specify if the material is opaque or transparent. Set to 'transparency' if any transparency is used in the texture.
transparency Texture is transparent
opaque Texture is opaque
modulate
additive
minfilter string
Specifies how a texture is minified. For example, if you have a sprite with a tree texture, how will the tree be displayed when it is moved into the distance. Refer to the minfilter reference for more information. Minfilter is the enumerated type of 'nearest', 'linearmipmaplinear','linearmipmapnearest','nearestmipmaplinear','nearestmipmapnearest'
nearest
means that the color of the nearest texture element (point sampling) is used to display the texture. This has the least computational costs and the lowest quality.
linear uses the weighted average (linear interpolation) of the neighboring texture elements (four for 2D textures, two for 1D). It needs slightly more computing power, but looks better. Also known as bilinear filtering for 2D textures.
linearmipmaplinear
is the most expensive but visually the best filter. It linearly samples the two nearest mipmaps, and then linearly combines these samples. Also known as trilinear filtering. For even better quality, combine this setting with anisotropic filtering.
linearmipmapnearest
selects the nearest mipmap texture, and uses linear interpolation on it. This gives a good result and is a good and relative quick filter.
nearestmipmaplinear
will point sample the two closest mipmap textures, and then linearly combines these samples.
nearestmipmapnearest
selects the nearest mipmap texture, and point samples it. This is the quickest filter that uses mipmaps but the result is poor and this setting is seldom used.
magfilter string
Magnification filter is how a texture is displayed when the texture is magnified, for instance when you walk up close to a wall. Refer to the magfilter reference for more information. Is the enumerated type 'nearest' and 'linear'.
nearest means that the color of the nearest texture element (point sampling) is used. It has the least computational costs and the lowest quality.
linear is the weighted average (interpolation) of neighboring texture elements, which needs slightly more computing power, but looks better.
texturewrap string
Specifies how a texture is wrapped. For example if you want a texture with scale 2 to repeat texturewrap should be set to 'both'. Refer to the texturewrap reference for more information. It is the enumerated type 'none','both','vertical','horizontal'
both Texture is wrapped in both the horizontal and vertical direction.
none No wrapping. Texture doesn't tile.
vertical Wraps in the vertical direction only.
horizontal Wraps in the horizonal direction only.
textureformat string
Specifies how a texture is stored in memory. For example if the textureformat is set to 'rgb' then the texture will be stored in memory without the alpha channel (transparency channel) thus saving video RAM. Refer to the glscene textureformat reference for more information about textureformat.
default uses global default format which is rgba
rgb 24 bits RGB, 8 bits per component. No alpha channel is stored.
rgba 32 bits RGBA, 8 bits per component. Includes alpha channel.
rgb16 16 bits RGB (5, 5, 5). Stores a color without alpha in 2 bytes
rgba16 16 bits RGBA (4, 4, 4, 4). Stores a color with alpha in 2 bytes
luminance 8 bits Luminance only
alpha 8 Bits Alpha-channel only. Only the alpha channel is stored.
intensity 8 bits Intensity only
mappingmode string
Specifies how a texture is mapped to a sceneobject. For example it is possible to have a teapot reflect a texture so as a teapot is moved the reflection changes similar to a real reflection. Refer to the mappingmode reference for more information. It is the enumerated type 'user', 'sphere',
'objectlinear','eyelinear','cubemapreflection','cubemapnormal','cubemaplight0','cubemapcamera'
user
the user specifies how a texture is mapped onto an object. In GLScene this mapping is done for you. For example you dont have to map parts of a texture onto the vertices of a plane yourself. User is the default mapping mode.
cubemapreflection
is similar to tmmSphere in that as an object is moved the reflection moves like in real life. But instead of a single 2D texture wrapped around like a sphere (like tmmSphere) 6 textures are places around the object as a cube map.
sphere
wraps a single 2d texture as a sphere producing a reflective looking surface. As the object is moved the reflection moves like in real life. Problem of producing two singularities (ie the poles on a globe).
objectlinear
The texture is projected onto the object.
eyelinear
the texture is fixed in space. As you move the object through space the texture will change.
cubemapnormal
Similar to CubeMapReflection except that the cube map is fixed to the objects surface rather than staying static in space therefore doesn't appear as a reflection.
cubemaplight0
cubemapcamera
texture2name string
Add a secondary texture to this texture. This allows for multitexturing.
addscaledvectorx float
Offset the texture in the x direction this amount every second. Gives the appearance that the texture is moving eg moving clouds
addscaledvectory float
Offset the texture in the y direction this amount every second. Offset the texture in the x direction this amount every second. Gives the appearance that the texture is moving eg moving clouds
hflip boolean
Flip the texture horizontally
vflip boolean
Flip the texture vertically
imagegamma float
Corrects the brightness of an image. The gamma correction is applied upon loading.
polygonmode string
Instead of a texture appearing as solid it appears as lines and dots instead. It is the enumerated type 'lines', 'fill', 'points'.
fill The object is solid. It is the default mode.
lines The object is drawn with lines connecting the vertices and is not solid.
points The object is displayed as dots at every vertex.
animfps integer
Frames per second of the animated texture if animated textures are used.
animwidth integer
Width of the animated texture
animheight integer
Height of the animated texture
nolighting boolean
If set to true then all lighting on the texture is ignored.
normalize boolean
Turn the texture into a normal map. Was useful when shaders were available.
textureoffsetx float
Offset the texture in the x direction.
textureoffsety float
Offset the texture in the y direction.
ignorefog boolean
The texture will not be effected by fog if true.
withextensions string
Use this texture configuration only if it the users PC has the extensions in the attribute eg only use this texture configuration if the users PC has GL_ARB_texture_env_combine
withoutextensions string
Ignore this texture configuration if it the users PC has an extension missing eg dont use this texture configuration if the users PC has GL_ARB_texture_env_combine