triangle Element Reference
2D symmetric triangle filter (aka linear / tent filter) More...

Attributes | |
| ureal_t | support |
| Size of symmetric filter in pixels. | |
| vector9 | vertices |
| Triangle vertices. | |
| vector9 | normals |
| Per-vertex triangle normals. | |
| vector6 | uvs |
| Per-vertex UV texture coordinates. | |
Detailed Description
2D symmetric triangle filter (aka linear / tent filter)Creates a single triangle.
- Note:
- triangle corresponds to the underlying Milton class 'TriangleFilter.'
If you do not specify vertices for the triangle, it will lie in the y=0 plane, with normal [ 0, 1, 0 ].
triangle corresponds to the underlying Milton class 'Triangle.'
Example usage:
Attribute Documentation
| ureal_t triangle::support |
| vector9 triangle::vertices |
Triangle vertices.
Expects 9 scalar values: [ vAx, vAy, vAz, vBx, vBy, vBz, vCx, vCy, vCz ], where A, B, and C denote the first, second and third vertices respectively and vAx, vAy, vAz denotes their respective x, y, and z components.
| type | vector9 |
| optional | true |
| default | [ 0, 0, 0, 0, 0, 0.5, 0.5, 0, 0 ] |
| vector9 triangle::normals |
Per-vertex triangle normals.
Expects 9 scalar values: [ nAx, nAy, nAz, nBx, nBy, nBz, nCx, nCy, nCz ], where A, B, and C denote the first, second and third vertices respectively and nAx, nAy, nAz denotes their respective x, y, and z components.
- Note:
- If no normals are specified, the geometric normal will be used as the counter-clockwise cross-product of the triangle vertices.
| type | vector9 |
| optional | true |
| vector6 triangle::uvs |
Per-vertex UV texture coordinates.
Expects 6 scalar values: [ Au, Av, Bu, Bv, Cu, Cv ], where A, B, and C denote the first, second and third vertices respectively and Au, Av denotes their respective u, v texture coordinates.
- Note:
- If no uvs are specified, sensible defaults will be used.
| type | vector6 |
| optional | true |
Generated on 28 Feb 2009 for MiltonScenefileFormat by
1.5.6