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M3D / M3D / Render / TextureType

Enumeration: TextureType

M3D.Render.TextureType

Memberof

M3D.Render

Description

纹理类型枚举

Table of contents​

Enumeration Members​

Enumeration Members​

TextureType_AMBIENT​

• TextureType_AMBIENT = 3

The texture is combined with the result of the ambient lighting equation.


TextureType_DIFFUSE​

• TextureType_DIFFUSE = 1

The texture is combined with the result of the diffuse lighting equation.


TextureType_DISPLACEMENT​

• TextureType_DISPLACEMENT = 9

Displacement texture

The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.


TextureType_EMISSIVE​

• TextureType_EMISSIVE = 4

The texture is added to the result of the lighting calculation. It isn't influenced by incoming light.


TextureType_HEIGHT​

• TextureType_HEIGHT = 5

The texture is a height map.

By convention, higher gray-scale values stand for higher elevations from the base height.


TextureType_LIGHTMAP​

• TextureType_LIGHTMAP = 10

Lightmap texture (aka Ambient Occlusion)

Both 'Lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light.


TextureType_NONE​

• TextureType_NONE = 0

Dummy value.

No texture, but the value to be used as 'texture semantic' (#aiMaterialProperty::mSemantic) for all material properties not related to textures.


TextureType_NORMALS​

• TextureType_NORMALS = 6

The texture is a (tangent space) normal-map.

Again, there are several conventions for tangent-space normal maps. Assimp does (intentionally) not distinguish here.


TextureType_OPACITY​

• TextureType_OPACITY = 8

The texture defines per-pixel opacity.

Usually 'white' means opaque and 'black' means 'transparency'. Or quite the opposite. Have fun.


TextureType_REFLECTION​

• TextureType_REFLECTION = 11

Reflection texture

Contains the color of a perfect mirror reflection. Rarely used, almost never for real-time applications.


TextureType_SHININESS​

• TextureType_SHININESS = 7

The texture defines the glossiness of the material.

The glossiness is in fact the exponent of the specular (phong) lighting equation. Usually there is a conversion function defined to map the linear color values in the texture to a suitable exponent. Have fun.


TextureType_SPECULAR​

• TextureType_SPECULAR = 2

The texture is combined with the result of the specular lighting equation.


TextureType_UNKNOWN​

• TextureType_UNKNOWN = 12

Unknown texture

A texture reference that does not match any of the definitions above is considered to be 'unknown'. It is still imported, but is excluded from any further postprocessing.