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3D rendering

Common properties for rendered geometries (3D display).

Rendered geometries inherit basic properties (Common). You may then add specific properties required to handle rendering aspects:

 

 
Scale Matrix

X, Y, Z: axis multiplier values (see Axis system and coordinates).
Multipliers are stored in the object's 3-D scaling matrix. Multiplied by the object's matrix, this matrix changes the scale of the object display.

Note: Graphics cards normalize vertex normals when the scale matrix is not the identity matrix. This explains why display is slowed down. It is therefore best to avoid using this option, and to create 3-D models directly using the correct size and normalized normals.

Double sided: if this option is activated, triangles are always displayed. Otherwise, only triangles whose normals are facing the point of view are displayed (Culling). Activating this option slows down the video display.

Always transparent: if this option is checked, the object is placed in the display cycle for transparent objects. This option is particularly useful when an object is textured with an image that contains a transparency layer.
Opaque objects are displayed from nearest to farthest (from the observer's perspective), then transparent objects are displayed from farthest to nearest. An object whose material (Color & Texture) uses color diffusion with an alpha value other than 255 will automatically be considered as a transparent object.

Specular enabled: Enable/Disable material specular color management.

Exec display flag: indicates the context in which the geometry is visible in the simulation (Exec). The geometry can be always invisible, visible with the 'physics' display context, visible with the 'render' display context or always visible (both).

Material ambient color: object material's ambient member management: 

  • Is object minimum color: the color is the minimum object's color. The object's diffuse color is mixed with dynamic lights and global world's light for producing final color. -> Something like max ( ambient , diffuse*light) + emissive.
  • Mix World's ambient light: the object's ambient color is mixed with world's ambient light color (multiplied). The object's diffuse color is mixed with dynamic lights. -> Something like (ambient * world + diffuse * lights) + emissive.


Color & Texture

Material: displays the object using Material parameters. See Direct X documentation for more information on this. Object is transparent if diffuse color alpha member is not 255. In this case, object drawing behavior is the same as if 'Display as transparent' is checked. If you are using a transparent texture, do not use the diffuse alpha member but 'Always as transparent' instead because : transparency will be generated from the texture alpha layer.

Texture: The object is textured with Texture1. It is best to activate the Always transparent option if the texture contains a transparency layer.

Modulate Texture and Diffuse: The object is textured with a combination of Texture1 and the diffused color. If the diffused color is not opaque (alpha value other than 255), the object becomes transparent.

Dot3 bump mapping: The object is textured with texture1 and texture2. The latter uses a bumpmapping effect.

Texture1

Width, Height: indicates the height and length (in meters) of the loaded texture. The texture is duplicated or stretched in order to cover the entire 3-D object on which it is applied.

U&V offsets and adresses: Texture coordinates offsets on U and V axes. The address represents the mapping method to apply when texture size is less than object size.

Reverse UV: Exchange U and V texture coordinates.

Texture2:
Second texture. 

Documentation v4.7 (18/01/2015), Copyright (c) 2015 anyKode. All rights reserved.
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