SOTEXTURECOORDINATEBINDING(3iv)
π SoTextureCoordinateBinding π
okay bestie, welcome to the manual page for SoTextureCoordinateBinding(3IV) β yes the whole title is part of the vibe, it's the node that specifies how texture coordinates are bound to shapes. we're in the 3IV manual section, iykyk. π
πΈ INHERITS FROM πΈ
SoBase > SoFieldContainer > SoNode > SoTextureCoordinateBinding
so yeah she's deep in the family tree, four generations of iconic ancestry, and she inherited everything. periodt. π
β¨ SYNOPSIS β¨
#include <Inventor/nodes/SoTextureCoordinateBinding.h>
π¦ enum Binding π¦
SoTextureCoordinateBinding::PER_VERTEXβ current texture coordinates are applied sequentially to vertices of shapeSoTextureCoordinateBinding::PER_VERTEX_INDEXEDβ current texture coordinates are indexed per vertex
π Fields from class SoTextureCoordinateBinding
SoSFEnum value
π Methods from class SoTextureCoordinateBinding
SoTextureCoordinateBinding()
static SoType getClassTypeId()
π Methods from class SoNode
void setOverride(SbBool state)
SbBool isOverride() const
SoNode * copy(SbBool copyConnections = FALSE) const
virtual SbBool affectsState() const
static SoNode * getByName(const SbName &name)
static int getByName(const SbName &name, SoNodeList &list)
π Methods from class SoFieldContainer
void setToDefaults()
SbBool hasDefaultValues() const
SbBool fieldsAreEqual(const SoFieldContainer *fc) const
void copyFieldValues(const SoFieldContainer *fc, SbBool
copyConnections = FALSE)
SbBool set(const char *fieldDataString)
void get(SbString &fieldDataString)
virtual int getFields(SoFieldList &resultList) const
virtual SoField * getField(const SbName &fieldName) const
SbBool getFieldName(const SoField *field, SbName &fieldName)
const
SbBool isNotifyEnabled() const
SbBool enableNotify(SbBool flag)
π Methods from class SoBase
void ref()
void unref() const
void unrefNoDelete() const
void touch()
virtual SoType getTypeId() const
SbBool isOfType(SoType type) const
virtual void setName(const SbName &name)
virtual SbName getName() const
π DESCRIPTION π
okay so here's the tea β β this node specifies how the current texture coordinates are bound to vertex-based shapes that follow in the scene graph.
and the DEFAULT binding? it causes each shape to define its own default coordinates. those default coordinates typically cause a texture to be mapped across the whole surface of a shape. no cap. π«Ά
π FIELDS π
SoSFEnum valueβ specifies how to bind texture coordinates to shapes. that's it, that's the whole job, and she does it flawlessly. π
π§ METHODS π§
SoTextureCoordinateBinding()β creates a texture coordinate binding node with default settings. brand new, fresh out the box, defaults intact. β¨static SoType getClassTypeId()β returns type identifier for this class. the ID check, the vibe check, same energy. π₯
β ACTION BEHAVIOR β
SoGLRenderAction, SoCallbackAction
sets the current texture coordinate binding type. slay, that's literally the whole action. π
πΈ FILE FORMAT/DEFAULTS πΈ
TextureCoordinateBinding {
value PER_VERTEX_INDEXED
}
bestie notice how the default in the file format is PER_VERTEX_INDEXED π that's the one she ships with, don't come for me, that's just what the manpage says.
π¦ SEE ALSO π¦
SoMaterialBinding, SoNormalBinding, SoTexture2, SoTexture2Transform, SoTextureCoordinate2, SoTextureCoordinateFunction, SoVertexShape
the whole friend group fr fr, go read their pages too, they're all iconic in their own way π
and that's the page!! this was SoTextureCoordinateBinding(3IV) from the SoTextureCoordinateBinding(3IV) source/version line β mwah, tysm for reading, go map some textures, ily, bye bestie ππβ¨
π¦ where this page comes from
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