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The RenderMan Interface - Paul Bourke

The RenderMan Interface - Paul Bourke

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homogeneous two-dimensional mapping from parameter space to texture space. Special<br />

cases of this mapping occur when the transformation reduces to a scale and an offset, which<br />

is often used to piece patches together, or to an affine transformation, which is used to map<br />

a collection of triangles onto a common planar texture.<br />

<strong>The</strong> graphics state maintains a current set of texture coordinates. <strong>The</strong> correspondence between<br />

these texture coordinates and the corners of the unit square is given by the following table.<br />

Surface Parameters Texture Coordinates<br />

(u,v)<br />

(s,t)<br />

(0,0) (s 1 , t 1 )<br />

(1,0) (s 2 , t 2 )<br />

(0,1) (s 3 , t 3 )<br />

(1,1) (s 4 , t 4 )<br />

By default, the texture coordinates at each corner are the same as the surface parameters<br />

(s=u, t=v). Note that texture coordinates can also be explicitly attached to geometric primitives.<br />

Note also that polygonal primitives are not parametric, and the current set of texture<br />

coordinates do not apply to them.<br />

RiTextureCoordinates ( RtFloat s1, RtFloat t1, RtFloat s2, RtFloat t2,<br />

RtFloat s3, RtFloat t3, RtFloat s4, RtFloat t4 )<br />

Set the current set of texture coordinates to the values passed as arguments according<br />

to the above table.<br />

RIB BINDING<br />

TextureCoordinates s1 t1 s2 t2 s3 t3 s4 t4<br />

TextureCoordinates [s1 t1 s2 t2 s3 t3 s4 t4]<br />

EXAMPLE<br />

RiTextureCoordinates (0.0, 0.0, 2.0, -0.5, -0.5, 1.75, 3.0, 3.0);<br />

SEE ALSO<br />

texture() and bump() in the Shading Language<br />

4.2.3 Light sources<br />

<strong>The</strong> graphics state maintains a current light source list. <strong>The</strong> lights in this list illuminate<br />

subsequent surfaces. By making this list an attribute different light sources can be used to<br />

illuminate different surfaces. Light sources can be added to this list by turning them on<br />

and removed from this list by turning them off. Note that popping to a previous graphics<br />

state also has the effect of returning the current light list to its previous value. Initially the<br />

graphics state does not contain any lights.<br />

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