Provided by: libcoin60-doc_3.1.3-2_all bug

NAME

       SoTexture2 -

       The SoTexture2 class is used to map a 2D texture onto subsequent geometry in the
       scenegraph.

       Shape nodes within the scope of SoTexture2 nodes in the scenegraph (ie below the same
       SoSeparator and to the righthand side of the SoTexture2) will have the texture applied
       according to each shape type's individual characteristics. See the documentation of the
       various shape types (SoFaceSet, SoCube, SoSphere, etc etc) for information about the
       specifics of how the textures will be applied.

SYNOPSIS

       #include <Inventor/nodes/SoTexture2.h>

       Inherits SoTexture.

   Public Types
       enum Model { MODULATE =  SoTextureImageElement::MODULATE, DECAL =
           SoTextureImageElement::DECAL, BLEND =  SoTextureImageElement::BLEND, REPLACE =
           SoTextureImageElement::REPLACE }
       enum Wrap { REPEAT =  SoTextureImageElement::REPEAT, CLAMP =  SoTextureImageElement::CLAMP
           }

   Public Member Functions
       SoTexture2 (void)
       virtual void doAction (SoAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void rayPick (SoRayPickAction *action)

   Static Public Member Functions
       static void initClass (void)
       static SbBool readImage (const SbString &fname, int &w, int &h, int &nc, unsigned char
           *&bytes)

   Public Attributes
       SoSFString filename
       SoSFImage image
       SoSFEnum wrapS
       SoSFEnum wrapT
       SoSFEnum model
       SoSFColor blendColor
       SoSFBool enableCompressedTexture

   Protected Member Functions
       virtual ~SoTexture2 ()
       virtual SbBool readInstance (SoInput *in, unsigned short flags)
       virtual void notify (SoNotList *list)
       int getReadStatus (void)
       void setReadStatus (int s)

Detailed Description

       The SoTexture2 class is used to map a 2D texture onto subsequent geometry in the
       scenegraph.

       Shape nodes within the scope of SoTexture2 nodes in the scenegraph (ie below the same
       SoSeparator and to the righthand side of the SoTexture2) will have the texture applied
       according to each shape type's individual characteristics. See the documentation of the
       various shape types (SoFaceSet, SoCube, SoSphere, etc etc) for information about the
       specifics of how the textures will be applied.

       For a simple usage example, see the class documentation for SoSFImage.

       One common flaw with many programs that has support for exporting VRML or Inventor files,
       is that the same texture file is exported several times, but as different nodes. This can
       cause excessive texture memory usage and slow rendering. Below is an example program that
       fixes this by replacing all instances of the same texture with a pointer to the first
       node:

         #include <Inventor/actions/SoSearchAction.h>
         #include <Inventor/actions/SoWriteAction.h>
         #include <Inventor/nodes/SoSeparator.h>
         #include <Inventor/nodes/SoTexture2.h>
         #include <Inventor/SoDB.h>
         #include <Inventor/SoInput.h>
         #include <Inventor/SoOutput.h>

         int main(int argc, char ** argv)
         {
           if (argc < 2) return -1;
           SoDB::init();

           SoInput in;
           if (!in.openFile(argv[1])) return -1;

           SoSeparator * root = SoDB::readAll(&in);
           if (!root) return -1;
           root->ref();

           SoSearchAction sa;
           sa.setType(SoTexture2::getClassTypeId());
           sa.setInterest(SoSearchAction::ALL);
           sa.setSearchingAll(TRUE);
           sa.apply(root);
           SoPathList & pl = sa.getPaths();
           SbDict namedict;

           for (int i = 0; i < pl.getLength(); i++) {
             SoFullPath * p = (SoFullPath*) pl[i];
             if (p->getTail()->isOfType(SoTexture2::getClassTypeId())) {
               SoTexture2 * tex = (SoTexture2*) p->getTail();
               if (tex->filename.getValue().getLength()) {
                 SbName name = tex->filename.getValue().getString();
                 unsigned long key = (unsigned long) ((void*) name.getString());
                 void * tmp;
                 if (!namedict.find(key, tmp)) {
                   // new texture. just insert into list
                   (void) namedict.enter(key, tex);
                 }
                 else if (tmp != (void*) tex) { // replace with node found in dict
                   SoGroup * parent = (SoGroup*) p->getNodeFromTail(1);
                   int idx = p->getIndexFromTail(0);
                   parent->replaceChild(idx, (SoNode*) tmp);
                 }
               }
             }
           }
           sa.reset();

           // output fixed scene to stdout
           SoOutput out;
           SoWriteAction wa(&out);
           wa.apply(root);
           root->unref();
         }

       When working with Inventor files, one often wants to embed external texture image files
       into the Inventor files themselves. Here's a minimal, stand-alone example which shows how
       that can be accomplished by calling SoField::touch() on the SoTexture2::image fields
       before scenegraph export:

         #include <Inventor/SoDB.h>
         #include <Inventor/nodes/SoSeparator.h>
         #include <Inventor/nodes/SoTexture2.h>
         #include <Inventor/actions/SoSearchAction.h>
         #include <Inventor/actions/SoWriteAction.h>

         int
         main(void)
         {
           SoDB::init();

           SoInput in;
           SoSeparator * root = SoDB::readAll(&in);
           if (!root) { exit(1); }

           root->ref();

           SoSearchAction searchaction;
           searchaction.setType(SoTexture2::getClassTypeId());
           searchaction.setSearchingAll(TRUE);
           searchaction.setInterest(SoSearchAction::ALL);

           searchaction.apply(root);

           const SoPathList & pl = searchaction.getPaths();
           for (int i=0; i < pl.getLength(); i++) {
             SoFullPath * fp = (SoFullPath *)pl[i];
             SoTexture2 * tex = (SoTexture2 *)fp->getTail();
             assert(tex->getTypeId() == SoTexture2::getClassTypeId());
             tex->image.touch();
           }

           SoWriteAction wa;
           wa.apply(root);

           root->unref();

           return 0;
         }

       Run the example by piping the iv-file you want do texture-embedding on from stdin, e.g.
       like this:

         $ ./test < input.iv
         .fi

       FILE FORMAT/DEFAULTS:

           Texture2 {
               filename ''
               image 0 0 0
               wrapS REPEAT
               wrapT REPEAT
               model MODULATE
               blendColor 0 0 0
               enableCompressedTexture FALSE
           }

Member Enumeration Documentation

   enum SoTexture2::Model Texture mapping model, for deciding how to 'merge' the texturemap with
       the object it is mapped onto.
       Enumerator:

       MODULATE
              Texture color is multiplied by the polygon color. The result will be Phong shaded
              (if light model is PHONG).

       DECAL  Texture image overwrites polygon shading. Textured pixels will not be Phong shaded.
              Has undefined behaviour for grayscale and grayscale-alpha textures.

       BLEND  This model is normally used with monochrome textures (i.e. textures with one or two
              components). The first component, the intensity, is then used to blend between the
              shaded color of the polygon and the SoTexture2::blendColor.

       REPLACE
              Texture image overwrites polygon shading. Textured pixels will not be Phong shaded.
              Supports grayscale and grayscale alpha textures. This feature requires OpenGL 1.1.
              MODULATE will be used if OpenGL version < 1.1 is detected.

       Please note that using this texture model will make your Inventor files incompatible with
       older versions of Coin and Inventor. You need Coin >= 2.2 or TGS Inventor 4.0 to load
       Inventor files that uses the REPLACE texture model.

       Since:
           Coin 2.2

           TGS Inventor 4.0

   enum SoTexture2::Wrap Enumeration of wrapping strategies which can be used when the texturemap
       doesn't cover the full extent of the geometry.
       Enumerator:

       REPEAT Repeat texture when coordinate is not between 0 and 1.

       CLAMP  Clamp coordinate between 0 and 1.

Constructor & Destructor Documentation

   SoTexture2::SoTexture2 (void) Constructor.
   SoTexture2::~SoTexture2 () [protected, virtual] Destructor. Frees up internal resources used
       to store texture image data.

Member Function Documentation

   void SoTexture2::initClass (void) [static] Sets up initialization for data common to all
       instances of this class, like submitting necessary information to the Coin type system.
       Reimplemented from SoNode.

   void SoTexture2::doAction (SoAction *action) [virtual] This function performs the typical
       operation of a node for any action.
       Reimplemented from SoNode.

   void SoTexture2::GLRender (SoGLRenderAction *action) [virtual] Action method for the
       SoGLRenderAction.
       This is called during rendering traversals. Nodes influencing the rendering state in any
       way or who wants to throw geometry primitives at OpenGL overrides this method.

       Reimplemented from SoNode.

   void SoTexture2::callback (SoCallbackAction *action) [virtual] Action method for
       SoCallbackAction.
       Simply updates the state according to how the node behaves for the render action, so the
       application programmer can use the SoCallbackAction for extracting information about the
       scene graph.

       Reimplemented from SoNode.

   void SoTexture2::rayPick (SoRayPickAction *action) [virtual] Action method for
       SoRayPickAction.
       Checks the ray specification of the action and tests for intersection with the data of the
       node.

       Nodes influencing relevant state variables for how picking is done also overrides this
       method.

       Reimplemented from SoNode.

   SbBool SoTexture2::readImage (const SbString &fname, int &w, int &h, int &nc, unsigned char
       *&bytes) [static] Not implemented in Coin; should probably not have been public in the
       original SGI Open Inventor API. We'll consider to implement it if requested.
   SbBool SoTexture2::readInstance (SoInput *in, unsigned shortflags) [protected, virtual] This
       method is mainly intended for internal use during file import operations.
       It reads a definition of an instance from the input stream in. The input stream state
       points to the start of a serialized / persistant representation of an instance of this
       class type.

       TRUE or FALSE is returned, depending on if the instantiation and configuration of the new
       object of this class type went ok or not. The import process should be robust and handle
       corrupted input streams by returning FALSE.

       flags is used internally during binary import when reading user extension nodes, group
       nodes or engines.

       Reimplemented from SoNode.

   void SoTexture2::notify (SoNotList *l) [protected, virtual] Notifies all auditors for this
       instance when changes are made.
       Reimplemented from SoNode.

   int SoTexture2::getReadStatus (void) [protected] Returns read status. 1 for success, 0 for
       failure.
   void SoTexture2::setReadStatus (ints) [protected] Sets read status.
       See also:
           getReadStatus()

Member Data Documentation

   SoSFString SoTexture2::filename Texture filename, referring to a file on disk in a supported
       image bitmap format.
       By default contains an empty string, which means the texture will be fetched from
       SoTexture2::image and not from disk. (Specify either this field or use SoTexture2::image,
       not both.)

       FIXME: Section about simage is outdated.

       For reading texture image files from disk, Coin uses the 'simage' library from Kongsberg
       Oil & Gas Technologies. This library must be installed for it to be possible to load any
       image files at all.

       The set of image formats you can actually read with the simage library depends on how the
       simage library was built, as simage is again dependent on a few other low-level file
       import/export libraries (for instance for JPEG, GIF, TIFF and PNG support). To make sure
       all wanted formats are supported, you should build the simage library yourself.

       The set of image formats guaranteed to be supported by simage is Targa (.tga), PIC (.pic),
       SGI RGB (.rgb, .bw) and XWD (.xwd).

       For more information about the simage library, including download and build instructions,
       see the Coin www-pages.

   SoSFImage SoTexture2::image Inline image data. Defaults to contain an empty image.
       See documentation of the SoSFImage class for a very detailed description of how the format
       specification for the image data is layed out, and what different image formats for color
       textures, semi-transparent textures, grayscale textures, etc etc, are supported.

   SoSFEnum SoTexture2::wrapS Wrapping strategy for the S coordinate when the texturemap is
       narrower than the object to map onto.
       Default value is SoTexture2::REPEAT.

   SoSFEnum SoTexture2::wrapT Wrapping strategy for the T coordinate when the texturemap is
       shorter than the object to map onto.
       Default value is SoTexture2::REPEAT.

   SoSFEnum SoTexture2::model Texturemapping model for how the texturemap is 'merged' with the
       polygon primitives it is applied to. Default value is SoTexture2::MODULATE.
   SoSFColor SoTexture2::blendColor Blend color. Used when SoTexture2::model is
       SoTexture2::BLEND.
       Default color value is [0, 0, 0], black, which means no contribution to the blending is
       made.

   SoSFBool SoTexture2::enableCompressedTexture Hint to Coin that compressed textures should be
       used if this is supported by the graphics hardware and OpenGL drivers. Using compressed
       textures usually reduces texture memory usage for a texture by 4-6 times.
       Since:
           Coin 2.4.2

           TGS Inventor 4.0

Author

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