User Guide
1032 Chapter 14: Properties
textureMode
Usage
member(whichCastmember).shader(whichShader).textureMode
member(whichCastmember).model(whichModel).shader.textureMode
member(whichCastmember).model(whichModel).shaderList{[index]}.\
textureMode
Description
3D #standard shader property; specifies how the first texture layer is mapped onto the surface of
the model. Use the
textureModeList property to specify textures for layers other than the first
layer. This property is ignored if the
#toon modifier is applied to the model resource.
The possible values of this property are
#none, #wrapPlanar, #wrapCylindrical,
#wrapSpherical, #reflection, #diffuseLight, and #specularLight. For descriptions of
these terms, see
textureModeList.
Example
This statement sets the value of the textureMode property of the first texture layer of the shader
of the model named Ball to
#wrapSpherical:
member("scene").model("Ball").shader.textureMode = #wrapSpherical
See also
textureModeList
textureModeList
Usage
member(whichCastmember).shader(whichShader).textureModeList
member(whichCastmember).shader(whichShader).
textureModeList[textureLayerIndex]
member(whichCastmember).model(whichModel).shader.textureModeList
member(whichCastmember).model(whichModel).shader.
textureModeList[textureLayerndex]
Description
3D standard shader property; allows you to change how a textureLayer is mapped onto the
surface of a model. This property is ignored if the #toon modifier is applied to the model
resource. Possible values are as follows:
• #none uses the texture coordinate values originally defined for the model resource. This setting
disables
wrapTransform and wrapTransformList[textureLayerIndex].
• #wrapPlanar wraps the texture on the model surface as though it were being projected from
an overhead projector. The shader’s
wrapTransformList[textureLayerIndex] is applied to
the mapping space before the texture coordinates are generated in model space. With an
identity
wrapTransformList[textureLayerIndex] (the default), the planar mapping is
oriented such that the texture is extruded along the Z axis with the texture’s up direction along
the Y axis.