179 lines
7.3 KiB
HTML
179 lines
7.3 KiB
HTML
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<table cellpadding="0" cellspacing="0" border="0" class="ref-item">
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<tr class="name-row">
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<th scope="row">Name</th>
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<td><h3>textureMode()</h3></td>
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</tr>
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<tr class="">
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<th scope="row">Examples</th>
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<td><div class="example"><img src="../textureMode_.gif" alt="example pic" /><pre class="margin">noStroke();
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PImage a = loadImage("arch.jpg");
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textureMode(IMAGE);
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beginShape();
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texture(a);
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vertex(10, 20, 0, 0);
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vertex(80, 5, 100, 0);
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vertex(95, 90, 100, 100);
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vertex(40, 95, 0, 100);
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endShape();</pre></div><div class="example"><img src="../textureMode_2.gif" alt="example pic" /><pre class="margin">noStroke();
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PImage a = loadImage("arch.jpg");
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textureMode(NORMALIZED);
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beginShape();
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texture(a);
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vertex(10, 20, 0, 0);
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vertex(80, 5, 1, 0);
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vertex(95, 90, 1, 1);
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vertex(40, 95, 0, 1);
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endShape();</pre></div></td>
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</tr>
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<tr class="">
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<th scope="row">Description</th>
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<td><p>Sets the coordinate space for texture mapping. There are two options, IMAGE, which refers to the actual coordinates of the image, and NORMALIZED,
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which refers to a normalized space of values ranging from 0 to 1. The default mode is IMAGE. In IMAGE, if an image is 100 x 200 pixels,
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mapping the image onto the entire size of a quad would require the points (0,0) (0,100) (100,200) (0,200).
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The same mapping in NORMAL_SPACE is (0,0) (0,1) (1,1) (0,1).</p></td>
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</tr>
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<tr class="">
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<th scope="row">Syntax</th>
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<td><pre>textureMode(<kbd>MODE</kbd>)</pre></td>
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</tr>
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<tr class="">
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<th scope="row">Parameters</th>
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<td><table cellpadding="0" cellspacing="0" border="0">
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<tr class="">
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<th scope="row">MODE</th>
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<td>either IMAGE or NORMALIZED</td>
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</tr>
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</table></td>
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</tr>
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<tr class="">
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<th scope="row">Returns</th>
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<td>None</td>
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</tr>
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<tr class="">
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<th scope="row">Usage</th>
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<td>Web & Application</td>
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<tr class="">
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<th scope="row">Related</th>
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<td><a href="../texture_.1">texture()</a></td>
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