Adobe 65036570 Scripting Guide - Page 1080
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UPC - 883919173603
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ADOBE DIRECTOR 11.0 104 Scripting Dictionary • #wrapSpherical wraps the texture around the surface as though the surface were placed in the middle of the texture and then all four corners of the texture were pulled up to meet at the top. The wrapTransformList[textureLayerIndex] is applied to the mapping space before the texture coordinates are generated in model space. With an identity wrapTransformList[textureLayerIndex], the spherical mapping is located at the model space origin and oriented such that the texture is wrapped from the -Y axis, starting at the left edge of the texture, toward the +X axis, around the Z axis. The up direction of the texture is toward the +Z axis. • #reflection is similar to #wrapSpherical except that the new texture coordinates are continuously reprojected on to the surface from a fixed orientation. When the model rotates, the texture coordinates will not rotate with it. Simulates light reflected on an object by its environment. This setting disables wrapTransform. • #diffuseLight generates diffuse light mapping texture coordinate values, one per vertex, and stores the results in the referenced mesh. This setting disables wrapTransform. • #specularLight generates specular light mapping texture coordinate values, one per vertex, and stores the results in the referenced mesh. This setting disables wrapTransform. Example In this example, a shader is set up to simulate a reflective garden ball. The shader's first textureLayer is set to a spherical mapping and the third textureLayer is set to use a #refection style mapping. The shader's textureList[3] entry will appear to reflected from the environment onto all models which use this shader. -- Lingo member("scene").shader("GardenBall).textureList[1] = member("scene").texture("FlatShinyBall") member("scene").shader("GardenBall").textureModeList[1] = #wrapSpherical member("scene").shader("GardenBall").textureList[3] = member("scene").texture("GardenEnvironment") member("scene").shader("GardenBall").textureModeList[3] = #reflection // Javascript member("scene").getPropRef("shader",1).textureList[1] = member("scene").getPropRef("texture",1); member("scene").getPropRef("shader",1).textureModeList[1] = symbol("wrapSpherical"); member("scene").getPropRef("shader",1).textureList[3] = member("scene").getPropRef("texture",1); member("scene").getPropRef("shader",1).textureModeList[3] = symbol("reflection"); See also textureTransformList, wrapTransform textureRenderFormat Usage getRenderServices().textureRenderFormat Description 3D rendererServices property; allows you to get or set the default bit format used by all textures in all 3d cast members. Use a texture's texture.RenderFormat property to override this setting for specific textures only. Smaller sized bit formats (i.e 16 bit variants such as #rgba5551) use less hardware accelerator video ram, allowing you to make use of more textures before being forced to switch to software rendering. Larger sized bit formats (i.e. 32 bit variants such as #rgba8888) generally look better. In order to use alpha transparency in a texture, the last bit must be nonzero. In order to get smooth transparency gradations the alpha channel must have more than 1 bit of precision.