OgreMax Texture Unit
Texture Units are contained within an OgreMax Pass:
Bindings
- Unit - The processing unit that will access the texture unit.
- Tex Coordinate Set - The vertex texture coordinate set used by the texture unit.
Color Blend
- Function - Color blending function used by the fixed-function pipeline.
- Source 1 - Indicates where the first color source comes from.
- Source 2 - Indicates where the second color source comes from.
- Alpha - Constant alpha value.
- Manual Color 1 and 2 - Colors corresponding to Source 1 and 2, respectively.
Alpha Blend
- Function - Alpha blending function used by the fixed-function pipeline.
- Source 1 - Indicates where the first alpha source comes from.
- Source 2 - Indicates where the second alpha source comes from.
- Alpha - Constant alpha value.
- Manual Alpha 1 and 2 - Alpha values corresponding to Source 1 and 2, respectively.
Layer Blend Fallback
Blending used by the pass in the event that the configured color or alpha blending is not supported.
Texture Coordinate Generation
- Env Mapping - Indicates the type of environment mapping used in the texture unit.
- U Addressing Mode - The addressing mode of a texture coordinate's U component.
- V Addressing Mode - The addressing mode of a texture coordinate's V component.
- W Addressing Mode - The addressing mode of a texture coordinate's W component.
- Border Color/Alpha - The border color to use when using Border addressing mode.
Filtering
- Advanced - Indicates whether the filtering mode should be specified with the low-level settings.
- Mode - The high-level filtering mode.
- Min/Mag/Mip Filter - The low-level filtering modes.
- Max Anisotropy - The maximum degree of anisotropy that the renderer will try to compensate for when filtering textures. For more information, see the Ogre 3D Documentation.
- Mip Bias - Biasing used by the renderer when selection which mip level to use.
Transform
- Scroll U/V - Translates texture coordinates by a fixed amount.
- Scale U/V - Scales texture coordinates by a fixed amount. The scale is the inverse of a Softimage/XSI Bitmap's 'Tiling' setting. For example, a tiling setting of 2 would be a scale of 0.5.
- Rotate - Rotates texture coordinates by a fixed amount.
Transform Animation
- Scroll U/V - The rate of translation applied to texture coordinates, per second.
- Rotate - The rate of rotation applied to texture coordinates, per second.
- Waveform Transform Animations - A list of cyclic, animated transformations applied to texture coordinates.
Texture
Source: Single - Bitmap
- Alias - Alias for the texture name. If empty, the appropriate bitmap file name is used.
- File - A bitmap file. Before selecting this file, the other settings should be chosen as appropriate.
- Type - The type of texture to be created from the bitmap file.
- Format - The format of the bitmap file.
- Alpha - Indicates whether the bitmap contains only alpha information.
- Render Texture - A dynamic render-to-texture bitmap.
Source: Single - Render to Texture
- Dimensions - Dimensions of the render texture.
- Format - Format of the render texture.
-
(Type) - Render texture type.
- 2D - The texture is composed of one 2D surface.
- Cubic - The texture is composed of 6 surfaces, one for each side of a unit cube.
- Scheme - The material scheme used by the render texture's viewport.
- RenderTextureCamera - The camera that the render texture displays. This is only used if the render texture Type is '2D'.
-
Background Color - The background color of the render texture's viewport.
- Use Scene Background Color - Uses the background color from scene settings.
- Custom - Uses the explicitly specified color.
- Clear Every Frame - Indicates whether the render texture's viewport should be cleared every frame.
- Auto Update - Indicates whether the render texture's is automatically rendered every frame.
- RenderTextureRenderObject - The reflective object that the render texture is applied to. If this is set, the Camera setting should not be set.
- Hide Render Object During Render - Indicates whether the render object should be hidden when the render texture is rendered.
- RenderTextureExclusiveObjects - A list of objects to render during the rendering of the render texture. These objects will not appear when rendering into the main viewport. In other words, they appear exclusively in the render texture.
- RenderTextureHiddenObjects - A list of objects to hide during the rendering of the render texture. These objects will still appear when rendering into the main scene viewport.
Source: Single - Shadow
The shadow texture will be provided by Ogre at runtime.
Source: Single - Compositor
The texture will come from a compositor.
- Compositor Name - The name of the compositor being referenced.
- Texture Name - The name of the texture to reference in the compositor.
- MRT Index - The index of the texture to take from the compositor, in the event that multiple render targets are being used.
Cubic Texture - Base Name
6 files, each making up a face of unit cube.
- Type - Indicates how the faces of the cubic textures should be addressed. For more information, see the Ogre 3D Documentation.
-
Base Name - The base file name of the cubic texture files. For example, 'sky.jpg' refers to the following 6 files:
- 'sky_fr.jpg'
- 'sky_bk.jpg'
- 'sky_up.jpg'
- 'sky_dn.jpg'
- 'sky_lf.jpg'
- 'sky_rt.jpg'
Since the base file name doesn't contain a directory, the resource location containing these textures must be configured in the Scene Settings dialog in order for them to appear in the Material Viewer.
Source: Cubic Texture - Individual Files
6 files, each making up a face of unit cube.
- Front/Back/Left/Right/Up/Down - Separate cubic texture files. They must all be specified in order for them to function properly.
Source: Animated Texture - Base Name
- Sequence Length - The length of the animation, in seconds.
-
Base Name/# Frames - The base file name of the animated texture files. For example, 'frame.jpg' with '# Frames' set to 2 refers to the following files:
- 'frame_0.jpg'
- 'frame_1.jpg'
Since the base file name doesn't contain a directory, the resource location containing these textures must be configured in the Scene Settings dialog in order for them to appear in the Material Viewer.
Source: Animated Texture - Individual Files
- Sequence Length - The length of the animation, in seconds.
- Frames - Frames of animation, specified individually.
Source: Custom - External
Note that OgreMax will not display this type of texture in real-time.
- Source - The external texture source. This text will be exported exactly as it is typed, so it is important that it doesn't contain characters, such as '{' and '}', that will invalidate the exported material file's format.
- Parameters - The external parameters. This text will be exported exactly as they are typed, so it is important that it doesn't contain characters, such as '{' and '}', that will invalidate the exported material file's format.