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Textures
Textures
Textures are used when the modeled object has a specific pattern on
its surface like wood or brick. Textures are bitmaps mapped to the
surface of the object. Texture of a specific material can be created by
taking a picture with digital camera or using a scanner and saving as a
bitmap file.
For 3DS or SOR objects Textures can be applied in 3D Debugger using either Material
Editor or using Surface menu (See Surface Options Dialog). Material Editor applies the loaded texture
to all surfaces of the object. Surface menu commands allow applying the
texture for the selected surface.
Textures for Mesh Sections can be created currently
only via VRML using texCoord and texCoordIndex elements of IndexedFaceSet node.
See VRML 2.0 specifications at
http://tecfa.unige.ch/guides/vrml/vrml97/spec/ for details. Save the model
in .wrl format. Add the above texture elements. After loading the file it can be
saved as .glm model with texture embedded for faster load.
Contact us if you need more options.
To apply texture to a surface select a line in Cross-section View and
select "Current" command from the Surface sub-menu. To apply
texture to the front or back surfaces select appropriate options from
the same Surface sub-menu. If an object has a texture loaded for the
whole object using the Material Editor and a texture for a specific
surface, the later one overrides texture of the object. Textures
applied to a surface override the texture assigned to the whole object
using the Material Editor.
Textures are saved with the model. Note that textures can increase
size of the model dramatically, which can be an issue when models are
exchanged via the Internet or e-mail. Also note that textures are using significant amount of operating memory
and processing power. Material Editor is a preferred method of Assignment of textures
because it reuses the texture for all surfaces in the object.
Programmatically textures can be manipulated at run time using ITexture
interface.
See also ITexture and Texture Programming
sample.
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