The sotexturecoordinateenvironment class generates texture coordinates by projecting onto a surrounding texture. the texture specifying the enviroment will be mapped around the scenegraph below this node using a sphere. the texture will be mapped onto the scenegraph taking camera position into account. this will lead to an object reflecting its enviroment.
#include <Inventor/nodes/SoTextureCoordinateEnvironment.h>
Inherits SoTextureCoordinateFunction.
virtual SoType getTypeId (void) const
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. SoTextureCoordinateEnvironment (void)
virtual void doAction (SoAction *action)
virtual void GLRender (SoGLRenderAction *action)
virtual void pick (SoPickAction *action)
virtual void callback (SoCallbackAction *action)
static SoType getClassTypeId (void)
static void initClass (void)
virtual const SoFieldData * getFieldData (void) const
virtual ~SoTextureCoordinateEnvironment ()
static const SoFieldData ** getFieldDataPtr (void)
The SoTextureCoordinateEnvironment class generates texture coordinates by projecting onto a surrounding texture.
The texture specifying the enviroment will be mapped around the scenegraph below this node using a sphere. The texture will be mapped onto the scenegraph taking camera position into account. This will lead to an object reflecting its enviroment.
Here is a scenegraph example showing how enviroment mapping can be applied to an object:
#Inventor V2.1 ascii
Separator {
Texture2 { filename 'ocean.jpg' # the enviroment, in this case ocean } TextureCoordinateEnvironment {}
Cube {} # the enviromentally mapped object }
FILE FORMAT/DEFAULTS:
TextureCoordinateEnvironment { }
Constructor.
Destructor.
Returns the type identification of an object derived from a class inheriting SoBase. This is used for run-time type checking and 'downward' casting. Usage example:
void foo(SoNode * node) { if (node->getTypeId() == SoFile::getClassTypeId()) { SoFile * filenode = (SoFile *)node; // safe downward cast, knows the type } }
For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or others: this method needs to be overridden in all subclasses. This is typically done as part of setting up the full type system for extension classes, which is usually accomplished by using the pre-defined macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.
For more information on writing Coin extensions, see the class documentation of the toplevel superclasses for the various class groups.
Reimplemented from SoTextureCoordinateFunction.
Returns a pointer to the class-wide field data storage object for this instance. If no fields are present, returns NULL.
Reimplemented from SoTextureCoordinateFunction.
This function performs the typical operation of a node for any action.
Reimplemented from SoNode.
Action method for the SoGLRenderAction.
This is called during rendering traversals. Nodes influencing the rendering state in any way or who wants to throw geometry primitives at OpenGL overrides this method.
Reimplemented from SoNode.
Action method for SoPickAction.
Does common processing for SoPickAction action instances.
Reimplemented from SoNode.
Action method for SoCallbackAction.
Simply updates the state according to how the node behaves for the render action, so the application programmer can use the SoCallbackAction for extracting information about the scene graph.
Reimplemented from SoNode.
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