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6		<title>ReferenceLookupTableCtr</title>
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10		<h1>&lt;ReferenceLookupTableCtr&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            Reference path to a lookup table.<BR> Takes <b>&lt;LookupTableSetContentReferenceCtr&gt;</b> as a child element.
14        </p>
15        <h2>&lt;LookupTableSetContentReferenceCtr&gt;</h2>
16        <p>
17            <p>
18            	&lt;LookupTableSetContentReferenceCtr&gt; takes the reference path string as its value.<br> The reference path string is listed in the following format.<BR>
19	            <pre>LookupTableSetContents[&quot;reference_table_set_name&quot;]@file:abosolute_path_to_reference_file(.clts)</pre>
20            </p>
21            <p>
22            	The part following @file: is not given if there is a reference table set inisde the same file.
23            </p>
24        </p>
25<h2>Example Output</h2>
26
27<table>
28<tr>
29<td><pre>
30&lt;Materials&gt;<br>
31    &lt;MaterialCtr Name=&quot;lambert2&quot; IsCompressible=&quot;true&quot; IsFragmentLightEnabled=&quot;true&quot; IsVertexLightEnabled=&quot;false&quot; IsHemiSphereLightEnabled=&quot;false&quot; IsHemiSphereOcclusionEnabled=&quot;false&quot; IsFogEnabled=&quot;false&quot; TextureCoordinateConfig=&quot;Config0120&quot; TranslucencyKind=&quot;Opaque&quot; ShaderProgramDescriptionIndex=&quot;-1&quot; ShaderBinaryKind=&quot;Default&quot;&gt;<br>
32        &lt;ShaderReference /&gt;<br>
33        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
34            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
35            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
36            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
37            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
38            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
39            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
40            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
41            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
42            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
43            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
44            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
45        &lt;/MaterialColor&gt;<br>
46        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
47        &lt;TextureCoordinators&gt;<br>
48            &lt;TextureCoordinatorCtr SourceCoordinate=&quot;0&quot; MappingMethod=&quot;UvCoordinateMap&quot; ReferenceCamera=&quot;0&quot; MatrixMode=&quot;DccMaya&quot; ScaleS=&quot;1&quot; ScaleT=&quot;1&quot; Rotate=&quot;0&quot; TranslateS=&quot;0&quot; TranslateT=&quot;0&quot; /&gt;<br>
49        &lt;/TextureCoordinators&gt;<br>
50        &lt;TextureMappers&gt;<br>
51            &lt;PixelBasedTextureMapperCtr&gt;<br>
52                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
53                &lt;StandardTextureSamplerCtr MinFilter=&quot;Linear&quot; MagFilter=&quot;Linear&quot; WrapS=&quot;Repeat&quot; WrapT=&quot;Repeat&quot; MinLod=&quot;0&quot; LodBias=&quot;0&quot;&gt;<br>
54                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
55                &lt;/StandardTextureSamplerCtr&gt;<br>
56            &lt;/PixelBasedTextureMapperCtr&gt;<br>
57        &lt;/TextureMappers&gt;<br>
58        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
59            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
60            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
61            &lt;FragmentLighting FresnelConfig=&quot;No&quot; IsClampHighLight=&quot;false&quot; IsDistribution0Enabled=&quot;false&quot; IsDistribution1Enabled=&quot;false&quot; IsGeometricFactor0Enabled=&quot;false&quot; IsGeometricFactor1Enabled=&quot;false&quot; IsReflectionEnabled=&quot;false&quot; /&gt;<br>
62            &lt;FragmentLightingTable&gt;<br>
63                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br><strong>
64                  &lt;ReferenceLookupTableCtr TableName=&quot;LookupTable_1&quot;&gt;<br>
65                        &lt;LookupTableSetContentReferenceCtr&gt;LookupTableSetContents[&quot;LookupTableSetContentCtr1&quot;]@file:LookupTableSetContentCtr1.clts&lt;/LookupTableSetContentReferenceCtr&gt;<br>
66                  &lt;/ReferenceLookupTableCtr&gt;<br></strong>
67                &lt;/ReflectanceRSampler&gt;<br>
68                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
69                    &lt;NullLookupTableCtr /&gt;<br>
70                &lt;/ReflectanceGSampler&gt;<br>
71                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
72                    &lt;NullLookupTableCtr /&gt;<br>
73                &lt;/ReflectanceBSampler&gt;<br>
74                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
75                    &lt;NullLookupTableCtr /&gt;<br>
76                &lt;/Distribution0Sampler&gt;<br>
77                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
78                    &lt;NullLookupTableCtr /&gt;<br>
79                &lt;/Distribution1Sampler&gt;<br>
80                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
81                    &lt;NullLookupTableCtr /&gt;<br>
82                &lt;/FresnelSampler&gt;<br>
83            &lt;/FragmentLightingTable&gt;<br>
84            &lt;TextureCombiners&gt;<br>
85                &lt;TextureCombinerCtr CombineRgb=&quot;Modulate&quot; CombineAlpha=&quot;Modulate&quot; ScaleRgb=&quot;One&quot; ScaleAlpha=&quot;One&quot; Constant=&quot;Constant0&quot; BufferInputRgb=&quot;PreviousBuffer&quot; BufferInputAlpha=&quot;PreviousBuffer&quot;&gt;<br>
86                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
87                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
88                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
89                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
90                &lt;/TextureCombinerCtr&gt;<br>
91            &lt;/TextureCombiners&gt;<br>
92            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
93        &lt;/FragmentShader&gt;<br>
94        &lt;FragmentOperation&gt;<br>
95            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
96            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
97                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
98                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
99                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
100            &lt;/BlendOperation&gt;<br>
101        &lt;/FragmentOperation&gt;<br>
102    &lt;/MaterialCtr&gt;<br>
103&lt;/Materials&gt;<br>
104</pre></td>
105</tr></table>
106	<hr><p>CONFIDENTIAL</p></body>
107</html>