Simple Texture Map maker in VRML

by Fabrizio Pivari

version 4.0 1996/06/19

View also Simple Texture Map maker in VRML 2.0

You need a VRML browser, You need Netscape Live3D for the extensions


VRML 1.0 compliance

The link description:

The URL link:

The favorite image [gif, jpeg, PNG]:

If you have Netscape Live3D you can view Animated Textures: for example use this link http://www.geocities.com/CapeCanaveral/Lab/3469/mj.ras (mirrored by http://www.paperinc.com/vrml/models/mtv/mj.ras)

The favorite solid:

Factor Translation: Factor Rotation:
Factor Scale: Factor Center:

Netscape's Live3D VRML Extension

Background Image:

Netscape's Live3D javascript API (you can find the original javascript in the document VRML / Live3D Page written by Kara Kytle).

NOTE! With this option, before to modify a field, you have to clear Memory Cache and Disk Cache (if you have other solutions, please send me!)

Press to submit your query.

After submission if you want to save your personalized Texture Map in VRML you can use the browser option File/Save As... (filename.wrl). With Netscape's Live3D javascript API option you have to use first the browser option File/Save As... (filename.html), then to load and save /test/VRMLtextures.wrl

Source Code

Description:

With this simple tool you can create a personalized Texture Map in VRML. "The VRML primitives (Cube, Sphere, Cylinder, and Cone) are the easiest elements to texture map.[...] each shape takes the map differently. The sphere looks like the map was shrink wrapped around it. The cone and the cylinder stretch the map around their vertical sides and place cut-outs of the map on their flat ends. Lastly, the cube gets a full copy of the map on each of it's six faces." [Texture Mapping in VRML 1.0 by Cindy Reed]

You can introduce the URL of your favorite image [Default is http://www.geocities.com/CapeCanaveral/Lab/3469/panmagicsquare.gif] You can select your favorite solid [Default is Cube]. The link description field is the text that you will see when your pointer is on the shape [Default is Fabrizio Pivari]. The URL link is the link that you will activate if you click on the shape [Default is mailto:Pivari@geocities.com].

Translation:

Translation moves your texture up and down and from side to side. Movement is controlled by two floating point numbers making up a SFVec2f (2D vector). (Default is 0 0.) The first number controls horizontal movement and the second controls vertical movement.

Rotation:

Rotation rotates the texture around the transformation center in a clockwise direction. It has one SFFloat parameter - the rotation amount in radians. (It's default is 0.)

Scaling:

Scaling shrinks or grows the texture around the transformation center. It's controlled by two numbers making up a SFVec2f (2D vector) parameter. (The default is 1 1.) The first number controls horizontal scaling and the second controls vertical scaling. Remember, a scaleFactor of 1 means no scaling, and a scaleFactor of 0 scales the texture to nothing. Also, the factor refers to the amount of the texture to be displayed in the amount of space where it would normally be displayed if there were no scaling. So a scaleFactor of 0.5 0.5 would display half the texture in each direction (or a quarter of the whole texture.) In other words, 0.5 0.5 would double the overall size of the texture. Scaling with a negative factor reverses the texture.

Transformation Center:

The last field of the Texture2Transform node is the center. It's parameter is also two numbers making up a SFVec2f (2D vector). (It's default is 0 0.) The center is the point from which all of the transformations start from. For instance, scaling from a center of 0 0 causes the texture to grow from the lower left corner, scaling from 1 1 causes it to grow from the upper right corner, and scaling from a center of 0.5 0.5 causes the texture to grow outward from the middle. (Of course, you can use different amounts for the vertical and horizontal components.)" [Texture Mapping in VRML 1.0 by Cindy Reed] 1