Package Vrml2Sourcebook.Chapter17Textures
Textures are 2D images that can be wrapped on top of 3D geometry.
You can model every tiny texture detail of a world using a vast number of colored faces, but this is time consuming and difficult. Use a trick instead: take a picture of the real thing, then paste that picture on the shape, like sticking on a decal image. Specify the texture using an ImageTexture, PixelTexture, or MovieTexture node within an Appearance node. Color textures override material, greyscale textures multiply against the color values. Textures with transparency create holes that can be seen through.
These X3D scenes are adapted directly from the original VRML 2.0 Sourcebook chapter examples. Also available: Introduction to VRML97 SIGGRAPH98 course notes.
This X3D VRML2 Sourcebook Chapter 17 Textures examples archive is online.
The X3D Java Scene Access Interface (x3djsail) package provides concrete classes for each X3D node and statement.
Online: X3D Java Scene Access Interface Library (X3DJSAIL) and X3DJSAIL Javadoc
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ClassDescriptionA texture-mapped Box.A texture-mapped Cone.A texture-mapped Cylinder.A texture-mapped Sphere.A soft drink can built by texture mapping soft-drink-can images to parts of a cylinder.A brick texture mapped to a text shape.A flame image textured onto a 3D lightning bolt using concave faces.A terrain texture image, texture mapped to a mountain-shaped elevation grid.A donut-icing texture image texture mapped to a chocolate donut.A tree image texture mapped, with pixel transparencies, on a rectangular face to create a tree.A tree image texture mapped, with pixel transparencies, on a rectangular face to create a tree.Six different wood types created by coloring a grayscale wood texture.A face with color varying from yellow to red, showing PixelTexture use.A swirling whirlpool created using a movie texture.