Extensions introduced in Castle Game Engine related to the environmental effects.
See also documentation of supported nodes of the Environmental effects component and X3D specification of the Environmental effects component.
Contents:
ImageBackground : X3DBackgroundNode { ... SFColorRGBA [in,out] color 1 1 1 1 SFNode [in,out] texture NULL # [X3DTextureNode] MFVec2f [in,out] texCoords [ 0 0, 1 0, 1 1, 0 1 ] }
Displays a background from a simple 2D image.
Demo models of this node: background/background_image.x3dv, background/background_image_partial.x3dv, background/background_image_animated.x3d . Open them with view3dscene.
Fields:
texture
is the most important field of this node.
It specifies the actual image to be displayed.
If this node is not set, the ImageBackground
behaves
the same as if it was completely transparent.
The texture is displayed as a full-screen quad.
Right now, the allowed texture nodes are ImageTexture
,
PixelTexture
and MovieTexture
TODO: In the future we may allow cube-map texture nodes too (they would allow to specify background skybox just like a cube-map).
color
multiplies the texture color. It is opaque white by default.
Note that the alpha component of this color matters
(just like the alpha channel of the texture in texture
).
If the resulting image is partially-transparent,
it will be mixed with the default background color (configurable
in view3dscene,
in general in Castle Game Engine
looking at TCastleViewport.BackgroundColor
and TCastleViewport.Transparent
settings;
other UI controls may be visible underneath a transparent viewport).
texCoords
Texture coordinates of the full-screen quad. By default they use the whole texture area:
[ 0 0, 1 0, 1 1, 0 1 ]
It is undefined what happens if there are not exactly 4 items on this list.
The node inside ImageBackground.texture
may specify
a TextureProperties
node.
You can use it to request "nearest" filtering (pixelated look) by
<TextureProperties magnificationFilter="NEAREST_PIXEL" />
.
Note that this node descends from the "trimmed" Castle Game Engine
version of the X3DBackgroundNode
node.
This trimmed X3DBackgroundNode
is just like
X3DBindableNode
. It doesn't have other fields specified
in the X3D specification for X3DBackgroundNode
(to be precise,
it doesn't have groundAngle
, groundColor
,
skyAngle
, skyColor
,
or transparency
).
This node participates
in the X3D background nodes stack,
which means that only one of the Background
,
TextureBackground
or
ImageBackground
is active at a given time.
You can use X3DBindableNode
events to make this node active,
or observe when it becomes active.
Copyright Michalis Kamburelis and Castle Game Engine Contributors.
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