User Guide

519
quality (3D)
Syntax
member(whichCastmember).texture(whichTexture).quality
member(whichCastmember).shader(whichShader).texture\
(whichTexture).quality
member(whichCastmember).model(whichModel).shader.texture\
(whichTexture).quality
member( whichCastmember ).model( whichModel ).\
shader.texturelist[TextureListIndex].quality
member(whichCastmember).model(whichModel).shaderList\
[shaderListIndex]. texture(whichTexture).quality
member( whichCastmember ).model( whichModel ).shaderList\
[ shaderListIndex ]. texturelist[ TextureListIndex ].quality
Description
3D texture property; lets you get or set the image quality of a texture by controlling the level of
mipmapping applied to the texture. Mipmapping is a process by which additional versions of the
texture image are created in several sizes that are smaller than the original image. The 3D Xtra
then uses whichever version of the image is most appropriate to the current size of the model on
the screen and changes the version of the image that is being used when needed. Trilinear
mipmapping is higher in quality and uses more memory than bilinear mipmapping.
Mipmapping is not the same as filtering, although both improve texture appearance. Filtering
spreads errors out across the textures area so that errors are less concentrated. Mipmapping
resamples the image to make it the appropriate size.
This property can have the following values:
#low is the same as off, and mipmapping is not used for the texture.
#medium enables a low-quality (bilinear) mipmapping for the texture.
#high enables a high-quality (trilinear) mipmapping for the texture.
The default is #low.
Example
This statement sets the quality property of the texture Marsmap to #medium:
member("scene").texture("Marsmap").quality = #medium
See also
nearFiltering
queue()
Syntax
sound(channelNum).queue(member(whichMember))
sound(channelNum).queue([#member: member(whichmember), {#startTime: milliseconds, #endTime:
milliseconds, #loopCount: numberOfLoops, #loopStartTime: milliseconds, #loopEndTime:
milliseconds, #preloadTime: milliseconds}])
queue(sound(channelNum), member(whichMember))
queue(soundObject, [#member: member(whichmember), {#startTime: milliseconds, #endTime:
milliseconds, #loopCount: numberOfLoops, #loopStartTime: milliseconds, #loopEndTime:
milliseconds, #preloadTime: milliseconds}])