H3D::Composed3DTexture Class Reference
[X3D node classes.]

The Composed3DTexture node defines a 3D image-based texture map as a collection of 2D texture sources at various depths and parameters controlling tiling repetition of the texture onto geometry. More...

#include <Composed3DTexture.h>

Inheritance diagram for H3D::Composed3DTexture:

Inheritance graph
List of all members.

Public Types

typedef DependentMFNode< X3DTexture2DNode,
FieldRef< H3DDisplayListObject,
H3DDisplayListObject::DisplayList,
&H3DDisplayListObject::displayList >,
true > 
MFTexture2DNode
 The MFTexture2DNode field is dependent on the displayList field of the containing X3DTextureNode node.

Public Member Functions

 Composed3DTexture (Inst< DisplayList > _displayList=0, Inst< SFNode > _metadata=0, Inst< SFBool > _repeatS=0, Inst< SFBool > _repeatT=0, Inst< SFBool > _repeatR=0, Inst< SFBool > _scaleToP2=0, Inst< SFImage > _image=0, Inst< MFTexture2DNode > _texture=0, Inst< SFTextureProperties > _textureProperties=0)
 Constructor.
virtual void glTexImage (Image *i, GLenum texture_target, bool scale_to_power_of_two)
 Ignores the image given, and uses the textures in the texture field to create a 3d texture instead.
virtual void render ()
 Renders the texture with OpenGL.

Public Attributes

auto_ptr< MFTexture2DNodetexture
 The 2d textures to compose into a 3d texture.

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase for this node.

Detailed Description

The Composed3DTexture node defines a 3D image-based texture map as a collection of 2D texture sources at various depths and parameters controlling tiling repetition of the texture onto geometry.

The texture values are interpreted with the first image being at depth 0 and each following image representing an increasing depth value in the R direction. A user shall provide 2^n source textures in this array. The individual source textures will ignore their repeat field values.

Internal routes:
Composed3DTexture.dot


Member Function Documentation

void Composed3DTexture::glTexImage Image image,
GLenum  texture_target,
bool  scale_to_power_of_two
[virtual]
 

Ignores the image given, and uses the textures in the texture field to create a 3d texture instead.

If an RGB, BGR, RGBA or BGRA texture the texture values should not be modulated with diffuseColor according to the X3D spec. So we set the diffuse color to 1 1 1 in order to show the texture values as they are. The alpha value should be the one from material if 3 component texture and the one from the texture if 4-component texture.

Reimplemented from H3D::X3DTexture3DNode.


Member Data Documentation

auto_ptr< MFTexture2DNode > H3D::Composed3DTexture::texture
 

The 2d textures to compose into a 3d texture.

Access type: inputOutput

Composed3DTexture_texture.dot


Generated on Thu Aug 24 12:38:54 2006 for H3D API by  doxygen 1.4.5