Difference between revisions of "ColorRGBA"

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<pre>
CADAssembly : X3DGroupingNode, X3DProductStructureChildNode {
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ColorRGBA : X3DColorNode {  
   MFNode  [in]    addChildren
+
   MFColorRGBA [in,out] color    [NULL] [0,1]
  MFNode  [in]    removeChildren
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   SFNode     [in,out] metadata NULL   [X3DMetadataObject]
  MFNode  [in,out] children      []       [X3DProductStructureChildNode]
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   SFNode   [in,out] metadata       NULL     [X3DMetadataObject]
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  SFString [in,out] name ""
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  SFVec3f  []      bboxCenter    0 0 0    (-∞,∞)
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  SFVec3f  []      bboxSize      -1 -1 -1 [0,∞) or −1 −1 −1
+
 
}
 
}
 
</pre>
 
</pre>
The CADAssembly node holds a set of assemblies or parts grouped together.
 
  
 +
This node defines a set of RGBA colours to be used in the fields of another node.
  
The ''children'' field can contain X3DProductStructureChildNode types. Each child will be either a sub-assembly or a part.
 
  
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RGBA color nodes are only used to specify multiple colours with alpha for a single geometric shape, such as colours for the faces or vertices of an IndexedFaceSet. A Material node is used to specify the overall material parameters of lit geometry. If both a Material node and a ColorRGBA node are specified for a geometric shape, the colours shall replace the diffuse and transparency components of the material.
  
The ''name'' field documents the name of this CADAssembly.
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 +
RGB or RGBA textures take precedence over colours; specifying both an RGB or RGBA texture and a Color node for geometric shape will result in the Color node being ignored. Details on lighting equations can be found in the Lighting model section of the X3D specification.
  
 
* [[Node Reference]]
 
* [[Node Reference]]

Revision as of 22:55, 1 February 2006

ColorRGBA

ColorRGBA : X3DColorNode { 
  MFColorRGBA [in,out] color    [NULL] [0,1]
  SFNode      [in,out] metadata NULL   [X3DMetadataObject]
}

This node defines a set of RGBA colours to be used in the fields of another node.


RGBA color nodes are only used to specify multiple colours with alpha for a single geometric shape, such as colours for the faces or vertices of an IndexedFaceSet. A Material node is used to specify the overall material parameters of lit geometry. If both a Material node and a ColorRGBA node are specified for a geometric shape, the colours shall replace the diffuse and transparency components of the material.


RGB or RGBA textures take precedence over colours; specifying both an RGB or RGBA texture and a Color node for geometric shape will result in the Color node being ignored. Details on lighting equations can be found in the Lighting model section of the X3D specification.