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NAME

       SoTextureCoordinate2 -

       The SoTextureCoordinate2 class contains a set of coordinates for the mapping of 2D
       textures.

       When encountering nodes of this type during traversal, the coordinates it contains will be
       put on the state stack. Some shape nodes (for instance SoIndexedFaceSet, among many
       others) can then use these coordinates for explicit, detailed control of how textures are
       mapped to it's surfaces.

SYNOPSIS

       #include <Inventor/nodes/SoTextureCoordinate2.h>

       Inherits SoNode.

   Public Member Functions
       SoTextureCoordinate2 (void)
       virtual void doAction (SoAction *action)
       virtual void GLRender (SoGLRenderAction *action)
       virtual void callback (SoCallbackAction *action)
       virtual void pick (SoPickAction *action)

   Static Public Member Functions
       static void initClass (void)

   Public Attributes
       SoMFVec2f point

   Protected Member Functions
       virtual ~SoTextureCoordinate2 ()

Detailed Description

       The SoTextureCoordinate2 class contains a set of coordinates for the mapping of 2D
       textures.

       When encountering nodes of this type during traversal, the coordinates it contains will be
       put on the state stack. Some shape nodes (for instance SoIndexedFaceSet, among many
       others) can then use these coordinates for explicit, detailed control of how textures are
       mapped to it's surfaces.

       (If texturemapping is used without any SoTextureCoordinate2 nodes in the scenegraph
       leading up to a shape node, all shape types have default fallbacks. So
       SoTextureCoordinate2 nodes are only necessary to use if you are not satisfied with the
       default mapping.)

       Note that an SoTextureCoordinate2 node will replace the coordinates already present in the
       state (if any).

       Here's a very simple example (in Inventor scenegraph file format -- mapping it to
       sourcecode is straightforward) that shows how to set up two quadratic polygons, one mapped
       1:1 to the texture, the other using only the upper left quarter of the texture:

       Separator {
          Texture2 {
             image 6 8 3
             0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff
             0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff
             0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff
             0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00
             0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00
             0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff
             0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff
             0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff
          }

          Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }

          # '1:1 mapping' to actual texture appearance. (Note that Y goes
          # from bottom to top, versus the common way of specifying bitmap
          # data from top to bottom.)
          TextureCoordinate2 { point [ 0 1, 1 1, 1 0, 0 0 ] }

          IndexedFaceSet {
             coordIndex [ 0, 1, 2, 3, -1 ]
             textureCoordIndex [ 0, 1, 2, 3, -1 ]
          }

          Translation { translation +4 0 0 }

          # Top left corner.
          TextureCoordinate2 { point [ 0 0.5, 0.5 0.5, 0.5 0, 0 0 ] }

          IndexedFaceSet {
             coordIndex [ 0, 1, 2, 3, -1 ]
             textureCoordIndex [ 0, 1, 2, 3, -1 ]
          }
       }

       FILE FORMAT/DEFAULTS:

           TextureCoordinate2 {
               point [  ]
           }

       See also:
           SoTextureCoordinateFunction, SoTextureCoordinateBinding

Constructor & Destructor Documentation

   SoTextureCoordinate2::SoTextureCoordinate2 (void) Constructor.
   SoTextureCoordinate2::~SoTextureCoordinate2 () [protected, virtual] Destructor.

Member Function Documentation

   void SoTextureCoordinate2::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 SoTextureCoordinate2::doAction (SoAction *action) [virtual] This function performs the
       typical operation of a node for any action.
       Reimplemented from SoNode.

   void SoTextureCoordinate2::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 SoTextureCoordinate2::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 SoTextureCoordinate2::pick (SoPickAction *action) [virtual] Action method for
       SoPickAction.
       Does common processing for SoPickAction action instances.

       Reimplemented from SoNode.

Member Data Documentation

   SoMFVec2f SoTextureCoordinate2::point The set of 2D texture coordinates. Default value of
       field is an empty set.
       Texture coordinates are usually specified in normalized coordinates, ie in the range [0,
       1]. (0, 0) is the lower left corner, while (1, 1) is the upper right corner of the texture
       image. Coordinates outside the [0, 1] range can be used to repeat the texture across a
       surface.

       See also:
           SoTexure2::wrapS, SoTexture2::wrapT

Author

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