Difference between revisions of "Documentation Talk:Reference Section 5.3"
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Jholsenback (talk | contribs) m (follow up) |
Le Forgeron (talk | contribs) (Clarification with picture for cubic pattern) |
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</p> | </p> | ||
---- | ---- | ||
+ | * Cubic need clarification about which texture go where. (I'm not happy with the formatting of the new paragraph, so if you get a better one, go for it) | ||
+ | --[[User:Le Forgeron|Le Forgeron]] 13:03, 29 January 2011 (UTC) | ||
+ | |||
+ | ---- | ||
+ | ====Cubic==== | ||
+ | <!--<indexentry primary "cubic" "cubic, keyword" "cubic, pattern">---> | ||
+ | <!--<indexentry "Keyword, cubic" "Pattern, cubic">---> | ||
+ | <p>The <code>cubic</code> pattern takes six texture elements and maps each one to each of the six pyramids centered at each half-axis, effectively mapping each texture element to each side of a origin-centered cube. The syntax is:</p> | ||
+ | <pre> | ||
+ | texture { | ||
+ | cubic | ||
+ | TEXTURE_ELEMENT_1 | ||
+ | ... | ||
+ | TEXTURE_ELEMENT_6 | ||
+ | } | ||
+ | </pre> | ||
+ | <p>[[Image:RefImgCubic.png|The cubic pattern and the order of texture elements]] The first element cover the X+ half-axis, the second Y+, the third Z+, and the same X,Y,Z order is applied for the last three elements, on the negative half-axis (X-, Y- and Z-).</p> |
Revision as of 13:03, 29 January 2011
- Adds square & triangular in the list of pattern that do not have a default grey map (should they also be alphabetically sorted ? (hexagon is out of sequence, or is it mandel ?))
--Le Forgeron 21:39, 2 December 2010 (UTC)
- this ones done too: --jholsenback 13:08, 3 December 2010 (UTC)
These patterns are:
agate
bozo
brick
checker
mandel
hexagon
marble
radial
square
triangular
wood
- Cubic need clarification about which texture go where. (I'm not happy with the formatting of the new paragraph, so if you get a better one, go for it)
--Le Forgeron 13:03, 29 January 2011 (UTC)
Cubic
The cubic
pattern takes six texture elements and maps each one to each of the six pyramids centered at each half-axis, effectively mapping each texture element to each side of a origin-centered cube. The syntax is:
texture { cubic TEXTURE_ELEMENT_1 ... TEXTURE_ELEMENT_6 }
The first element cover the X+ half-axis, the second Y+, the third Z+, and the same X,Y,Z order is applied for the last three elements, on the negative half-axis (X-, Y- and Z-).