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
- Bitmap - 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
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.