SoMaterialBinding(3IV)() | SoMaterialBinding(3IV)() |
SoMaterialBinding — node that specifies how multiple materials are bound to shapes
SoBase > SoFieldContainer > SoNode > SoMaterialBinding
#include <Inventor/nodes/SoMaterialBinding.h>
enum Binding {
SoMaterialBinding::OVERALL Whole object has same material
SoMaterialBinding::PER_PART One material for each part of object
SoMaterialBinding::PER_PART_INDEXED One material for each part,
indexed
SoMaterialBinding::PER_FACE One material for each face of object
SoMaterialBinding::PER_FACE_INDEXED One material for each face,
indexed
SoMaterialBinding::PER_VERTEX One material for each vertex of object
SoMaterialBinding::PER_VERTEX_INDEXED One material for each vertex,
indexed
}
Fields from class SoMaterialBinding:
SoSFEnum value
Methods from class SoMaterialBinding:
SoMaterialBinding()
static SoType getClassTypeId()
Methods from class SoNode:
void setOverride(SbBool state)
SbBool isOverride() const
SoNode * copy(SbBool copyConnections = FALSE)
const
virtual SbBool affectsState() const
static SoNode * getByName(const SbName &name)
static int getByName(const SbName &name,
SoNodeList &list)
Methods from class SoFieldContainer:
void setToDefaults()
SbBool hasDefaultValues() const
SbBool fieldsAreEqual(const SoFieldContainer *fc)
const
void copyFieldValues(const SoFieldContainer *fc,
SbBool copyConnections = FALSE)
SbBool set(const char *fieldDataString)
void get(SbString &fieldDataString)
virtual int getFields(SoFieldList &resultList)
const
virtual SoField * getField(const SbName
&fieldName) const
SbBool getFieldName(const SoField *field, SbName
&fieldName) const
SbBool isNotifyEnabled() const
SbBool enableNotify(SbBool flag)
Methods from class SoBase:
void ref()
void unref() const
void unrefNoDelete() const
void touch()
virtual SoType getTypeId() const
SbBool isOfType(SoType type) const
virtual void setName(const SbName &name)
virtual SbName getName() const
This node specifies how the current materials are bound to shapes that follow in the scene graph. Each shape node may interpret bindings differently. The current material always has a base value, which is defined by the first value of all material fields. Since material fields may have multiple values, the binding determines how these values are distributed over a shape.
The bindings for faces and vertices are meaningful only for shapes that are made from faces and vertices. Similarly, the indexed bindings are only used by the shapes that allow indexing.
The bindings apply only to diffuse colors and transparency. Other materials (emissive, specular, ambient, shininess) will have the first value applied to the entire shape, regardless of the material binding or the number provided.
If the number of transparencies is less than the number of diffuse colors, only the first transparency value will be used, regardless of the material binding. If the number of diffuse colors in the state is less than the number required for the given binding, a debug warning will be printed and unpredictable colors will result.
SoSFEnum value
Specifies how to bind materials to shapes.
SoMaterialBinding()
Creates a material binding node with default settings.
static SoType getClassTypeId()
Returns type identifier for this class.
SoGLRenderAction, SoCallbackAction
Sets the current material binding type.
MaterialBinding {
value OVERALL
}
SoMaterial, SoNormalBinding, SoShape, SoTextureCoordinateBinding