M3D / M3D / Render / TextureType
Enumeration: TextureType
Memberof
M3D.Render
Description
纹理类型枚举
Table of contents
Enumeration Members
- TextureType_AMBIENT
- TextureType_DIFFUSE
- TextureType_DISPLACEMENT
- TextureType_EMISSIVE
- TextureType_HEIGHT
- TextureType_LIGHTMAP
- TextureType_NONE
- TextureType_NORMALS
- TextureType_OPACITY
- TextureType_REFLECTION
- TextureType_SHININESS
- TextureType_SPECULAR
- TextureType_UNKNOWN
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.