texture()
Usage
member(whichCastmember).texture(whichTexture)
member(whichCastmember).texture[index]
member(whichCastmember).shader(whichShader).texture
member(whichCastmember).model(whichModel).shader.texture
member(whichCastmember).model(whichModel).shaderList.texture
member(whichCastmember).model(whichModel).shaderList[index].texture
member(whichCastmember).modelResource(whichParticleSystemModel\
Resource).texture
Description
3D element and shader property; an image object used by a shader to define the appearance of the
surface of a model. The image is wrapped onto the geometry of the model by the shader.
The visible component of a shader is created with up to eight layers of textures. These eight
texture layers are either created from bitmap cast members or image objects within Director or
imported with models from 3D modeling programs.
Create and delete textures with the
Textures are stored in the texture palette of the 3D cast member. They can be referenced by name
(
) or palette index (
whichTexture
shaders. Changes to a texture will appear in all shaders which use that texture.
There are three types of textures:
#fromCastmember
command.
newTexture()
#fromImageObject
command.
newTexture()
#importedFromFile
The texture of a particle system is a property of the model resource, whose type is
Example
This statement sets the
named BluePaint:
member("Room").shader("WallSurface").texture = \
member("Room").texture("BluePaint")
See also
newTexture,
deleteTexture
newTexture()
textureIndex
; the texture is created from a bitmap cast member using the
; the texture is created from a lingo image object using the
; the texture is imported with a model from a 3D modeling program.
property of the shader named WallSurface to the texture
texture
and
deleteTexture()
). A texture can be used by any number of
commands.
.
#particle
texture()
563
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