1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml">
3	<head>
4		<meta http-equiv="Content-Type" content="text/html; charset=utf-8" />
5		<meta http-equiv="Content-Style-Type" content="text/css" />
6		<title>TextureCoordinatorCtr</title>
7		<link rel="stylesheet" href="../css/mainpage.css" type="text/css" />
8	</head>
9	<body>
10		<h1>&lt;TextureCoordinatorCtr&gt;</h1>
11		<h2>Description</h2>
12		<p>
13            This tag represents texture coordinate settings and transformation info.
14            </p>
15		<h2>Attributes</h2>
16		<table class="arguments">
17<thead><tr><td>Type</td><td>Attributes</td><td>Description</td></tr></thead><tr><td>TextureMappingMethodCtr</td><th><CODE>MappingMethod</CODE></th><td>
18            Method for texture mapping.
19            </td></tr><tr><td>TextureMatrixModeCtr</td><th>MatrixMode</th><td>
20            Method for calculating texture coordinates.
21            </td></tr><tr><td /><th>ReferenceCamera</th><td>
22            The number of the referenced camera.
23            </td></tr><tr><td /><th>Rotate</th><td>
24            Rotation for texture coordinate conversion.
25            </td></tr><tr><td /><th>ScaleS</th><td>
26             The texture coordinate conversion X scaling value.
27            </td></tr><tr><td /><th>ScaleT</th><td>
28            The texture coordinate conversion Y scaling value.
29            </td></tr><tr><td /><th>SourceCoordinate</th><td>
30            The number that will be the source for texture coordinates.
31            </td></tr><tr><td /><th>TranslateS</th><td>
32            The texture coordinate conversion X translate value.
33            </td></tr><tr><td /><th>TranslateT</th><td>
34            The texture coordinate conversion Y translate value.
35            </td></tr></table>
36		<h2>TextureMappingMethodCtr Enumerator Type</h2>
37		<table class="arguments">
38<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>UvCoordinateMap</th><td>
39            Maps using the texture coordinates set for each vertex.
40            </td></tr><tr><th>CameraCubeEnvMap</th><td>
41            Performs cube environment mapping from the camera being used for display.
42            </td></tr><tr><th>CameraSphereEnvMap</th><td>
43            Performs sphere environment mapping from the camera being used for display.
44            </td></tr><tr><th>ProjectionMap</th><td>
45            Peforms projection mapping from the specified camera.
46            </td></tr></table>
47		<h2>TextureMatrixModeCtr Enumerated Type</h2>
48		<table class="arguments">
49<thead><tr><td>Value</td><td>Description</td></tr></thead><tr><th>DccMaya</th><td>
50            Performs texture coordinate calculations the same as Maya.
51            </td></tr><tr><th>DccSoftimage</th><td>
52            Performs texture coordinate calculations the same as Softimage.
53            </td></tr><tr><th>Dcc3dsMax</th><td>
54            Performs texture coordinate calculations the same as 3ds Max.
55            </td></tr></table>
56
57<h2>Example Output</h2>
58
59<table>
60<tr>
61<td><pre>
62&lt;Materials&gt;<br>
63    &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>
64        &lt;ShaderReference /&gt;<br>
65        &lt;MaterialColor VertexColorScale=&quot;1&quot;&gt;<br>
66            &lt;Emission R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
67            &lt;Ambient R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
68            &lt;Diffuse R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;1&quot; /&gt;<br>
69            &lt;Specular0 R=&quot;1&quot; G=&quot;1&quot; B=&quot;1&quot; A=&quot;0&quot; /&gt;<br>
70            &lt;Specular1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;0&quot; /&gt;<br>
71            &lt;Constant0 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
72            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
73            &lt;Constant2 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
74            &lt;Constant3 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
75            &lt;Constant1 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
76            &lt;Constant5 R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
77        &lt;/MaterialColor&gt;<br>
78        &lt;Rasterization CullingMode=&quot;BackFace&quot; IsPolygonOffsetEnabled=&quot;false&quot; PolygonOffsetFactor=&quot;0&quot; PolygonOffsetUnit=&quot;0&quot; /&gt;<br>
79        &lt;TextureCoordinators&gt;<br>
80            <strong>&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;</strong><br>
81        &lt;/TextureCoordinators&gt;<br>
82        &lt;TextureMappers&gt;<br>
83            &lt;PixelBasedTextureMapperCtr&gt;<br>
84                &lt;TextureReference&gt;Textures[&quot;Number.1&quot;]@file:Textures/Number.1.ctex&lt;/TextureReference&gt;<br>
85                &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>
86                    &lt;BorderColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
87                &lt;/StandardTextureSamplerCtr&gt;<br>
88            &lt;/PixelBasedTextureMapperCtr&gt;<br>
89        &lt;/TextureMappers&gt;<br>
90        &lt;FragmentShader LayerConfig=&quot;ConfigurationType0&quot;&gt;<br>
91            &lt;BufferColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
92            &lt;FragmentBump BumpTextureIndex=&quot;Texture0&quot; BumpMode=&quot;NotUsed&quot; IsBumpRenormalize=&quot;false&quot; /&gt;<br>
93            &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>
94            &lt;FragmentLightingTable&gt;<br>
95                &lt;ReflectanceRSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
96                    &lt;NullLookupTableCtr /&gt;<br>
97                &lt;/ReflectanceRSampler&gt;<br>
98                &lt;ReflectanceGSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
99                    &lt;NullLookupTableCtr /&gt;<br>
100                &lt;/ReflectanceGSampler&gt;<br>
101                &lt;ReflectanceBSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
102                    &lt;NullLookupTableCtr /&gt;<br>
103                &lt;/ReflectanceBSampler&gt;<br>
104                &lt;Distribution0Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
105                    &lt;NullLookupTableCtr /&gt;<br>
106                &lt;/Distribution0Sampler&gt;<br>
107                &lt;Distribution1Sampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
108                    &lt;NullLookupTableCtr /&gt;<br>
109                &lt;/Distribution1Sampler&gt;<br>
110                &lt;FresnelSampler IsAbs=&quot;true&quot; Input=&quot;CosNormalHalf&quot; Scale=&quot;One&quot;&gt;<br>
111                    &lt;NullLookupTableCtr /&gt;<br>
112                &lt;/FresnelSampler&gt;<br>
113            &lt;/FragmentLightingTable&gt;<br>
114            &lt;TextureCombiners&gt;<br>
115                &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>
116                    &lt;SourceRgb Source0=&quot;FragmentPrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
117                    &lt;OperandRgb Operand0=&quot;Color&quot; Operand1=&quot;Color&quot; Operand2=&quot;Color&quot; /&gt;<br>
118                    &lt;SourceAlpha Source0=&quot;PrimaryColor&quot; Source1=&quot;Texture0&quot; Source2=&quot;Constant&quot; /&gt;<br>
119                    &lt;OperandAlpha Operand0=&quot;Alpha&quot; Operand1=&quot;Alpha&quot; Operand2=&quot;Alpha&quot; /&gt;<br>
120                &lt;/TextureCombinerCtr&gt;<br>
121            &lt;/TextureCombiners&gt;<br>
122            &lt;AlphaTest IsTestEnabled=&quot;false&quot; TestFunction=&quot;Always&quot; TestReference=&quot;0&quot; /&gt;<br>
123        &lt;/FragmentShader&gt;<br>
124        &lt;FragmentOperation&gt;<br>
125            &lt;DepthOperation IsTestEnabled=&quot;true&quot; TestFunction=&quot;Less&quot; IsMaskEnabled=&quot;true&quot; /&gt;<br>
126            &lt;BlendOperation Mode=&quot;NotUsed&quot; LogicOperation=&quot;Copy&quot;&gt;<br>
127                &lt;RgbParameter BlendFunctionSource=&quot;SourceAlpha&quot; BlendFunctionDestination=&quot;OneMinusSourceAlpha&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
128                &lt;AlphaParameter BlendFunctionSource=&quot;One&quot; BlendFunctionDestination=&quot;Zero&quot; BlendEquation=&quot;FuncAdd&quot; /&gt;<br>
129                &lt;BlendColor R=&quot;0&quot; G=&quot;0&quot; B=&quot;0&quot; A=&quot;1&quot; /&gt;<br>
130            &lt;/BlendOperation&gt;<br>
131        &lt;/FragmentOperation&gt;<br>
132    &lt;/MaterialCtr&gt;<br>
133&lt;/Materials&gt;<br>
134</pre></td>
135</tr></table>
136	<hr><p>CONFIDENTIAL</p></body>
137</html>