The node implements a texture that references a file on the hard disk.
Class registration and implementation information is as follows:
Category | Documentation |
---|---|
Implementation | C++ |
Module | Core-App-Geometry |
Class Hierarchy | Node » Texture |
Data Interface Name | Texture |
Type Status | Active |
Is Final Type | Yes |
Properties are as follows:
Property | Documentation |
---|---|
Texture Is External | Toggles external texture state. External textures reference a file on the hard disk. External textures are best practice. |
Texture File | For an external texture, an absolute or relative path to the texture file on disk. Relative paths are best practice. |
Generate MIP Maps | Toggles MIP map generation. This option should be True whenever possible, as it can greatly reduce sampling costs and improve shader performance. |
Fill Algorithms | Specifies a fill algorithm that may be used by other commands or events. This is usually assigned when the <Texture> is created, but also at other times such as if the <Texture> is filled with different values. |
Sampler Variable | Specifies a sampler variable name. For example: in 'uniform samplerCube sky', this value specifies the word 'sky'. This value can usually be left blank, but if not, then it must match the corresponding value of a compatible sampler declared in your GLSL code. For example, if the <Texture> is a cubemap then the sampler name must refer to a sampler declared as a samplerCube. |
Linear Source Data | Specifies that the internal data is in a linear format. Typically this means that it has not been gamma corrected. You should not assume that any floating point textures are in a linear format. |
Bind As Linear | Bind the texture as if its internal data is in a linear format. |
Render Format <Texture> | Enumerates the pixel format of this <Texture> node. You cannot edit this value. |
Pixel Format <Image> | Enumerates the pixel format of the underlying image data. You cannot edit this value. Note that this value should always match the value of Render Format <Texture> |
Texture Type | Enumerates the topology of the Texture. For example: 'Sampler Type 2D', 'Sampler Type Cubemap', 'Image Type 2D', or 'Image Type Cubemap'. You cannot edit this value. |
Array Count/Slices/Layers | Sets the number of slices for any layered texture. Can be applied to any array type. |
3D <Texture> Count/Slices/Layers | Sets the number of slices for a 3D texture. |
Source X | This option sets the texture source coordinates. Range is 0 to the max width of the texture. |
Source Y | This option sets the texture source coordinates. Range is 0 to the max height of the texture. |
Width | This option sets the texture width coordinates. Range is 0 to the max width of the texture. |
Height | This option sets the texture height coordinates. Range is 0 to the max height of the texture. |
Render Width | This option sets the actual rendered width of the texture regardless of its source and width/height parameters. |
Render Height | This option sets the actual rendered height of the texture regardless of its source and width/height parameters. |
Image Data Actual Current Min | The minimum value stored by the underlying image data. |
Image Data Actual Current Max | The maximum value stored by the underlying image data. |
Image Format Min - For This Use Case | The minimum reasonable value for a particular use case. For example, with floating point textures the minimum value might be -FLOAT_MAX or it might be 0.0. This value can affect image conversion commands. |
Image Format Max - For This Use Case | The maximum reasonable value for a particular use case. For example, with floating point textures the maximum value might be FLOAT_MAX or 1.0. This value can affect image conversion commands. |
Tile S | Allows the texture to tile or be clamped. |
Tile T | Allows the texture to tile or be clamped. |
Tile R | Allows the texture to tile or be clamped. |
Resample Filter | Allows you to choose a resampling filter. For example, this value will be used to generate MIP maps, but can be used in other types of resampling operations related to the Texture. |
Boundary Handling | Allows you to choose how to handle image boundaries during resampling operations. |
Gamma | Sets the gamma value to use during resampling. |
Filter Scale X | Sets the filter scale value, which changes the magnitude of the filter used for resampling. |
Filter Scale Y | Sets the filter scale value, which changes the magnitude of the filter used for resampling. |
Export Subdivide | This option is reserved for future use. |
Export File | This option is reserved for future use. |
Properties are as follows:
Property | Documentation |
---|---|
Name | Sets the name of the node. Do not use / or \ [forward slash and backslash] in the node name as this produces conflicts with resolving link nodes that reference external files. |
Class | Sets the class of the node. |
ID | Sets the ID of the node. This must be unique for each document, but different documents can use the same ID. |
Export Disabled | Determines whether or not the node is exported during an export process, or possibly other purposes. |
Guid | Enumerates the Node's GUID. |