User Guide
661
textureRepeatList
Syntax
shaderReference.textureRepeatList[textureLayerIndex]
member(whichCastmember).shader(whichShader).textureRepeatList\
[textureLayerIndex]
member(whichCastmember).shader[shaderListIndex].textureRepeatList\
[textureLayerIndex]
member(whichCastmember).model(whichModel).shader.textureRepeatList\
[textureLayerIndex]
member(whichCastmember).model(whichModel).shaderList\
[shaderListIndex]. textureRepeatList[textureLayerIndex]
Description
3D standard shader property; allows you to get or set the texture clamping behavior of any texture
layer. When TRUE, the default, the texture in textureLayerIndex can be tiled (repeated) several
times across model surfaces. This can be accomplished by setting
shaderReference.textureTransform
[textureLayerIndex].scale
to be less than 1 in x or y. When this value is set to FALSE, the
texture will apply to a smaller portion of model surfaces, rather than tile across those surfaces,
when the
shaderReference.textureTransform
[textureLayerIndex].scale
is less than 1 in x or y. Think of it as shrinking the source image
within the frame of the original image and filling in black around the gap. Similarly, if
shaderReference.textureTransform[texture
LayerIndex].scale
is set to be greater than 1 in x or y, the image will be cropped as the border
of the texture is extended past the texture coordinate range.
Example
The following code will textureMap a sphere entirely with a granite texture repeated 4 times
across the surface, and a logo image which covers just 1/4 of the surface.
m = member(2).model("mySphere")
f = member(2).newTexture("granite", #fromCastmember, \
member("granite"))
g = member(2).newTexture("logo", #fromCastmember, member("logo"))
s = member(2).newShader("s", #standard)
s.textureList[1] = g
s.textureList[2] = f
s.textureRepeatList[2] = false
s.textureRepeatList[1] = true
s.textureTransformList[1].scale(0.5,0.5,1.0)
s.textureTransformList[2].scale(0.5,0.5,1.0)
s.textureModeList[2] = #wrapPlanar
s.blendFunctionList[2] = #add
m.shaderList = s