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Junior Member
Picture of manaus
Posted
Hallo,
being quite new to xml things, I'd raise a few questions... I think I need some sort of confirmation to what I've learned. (hope this be the right room).
So: each object on the stage is a MTSInstance, right? Which contains one or more MTSGeometry(-ies) _and_ MTSMaterial. In each MTSMaterial we can have different types of MTSTextureMap(s), such as "Diffuse", "Light" and so on, which define the nuances of the Material.
But. What if I define a Material as a subset of Geometry? Not parallel but nested within?
Or, if I MTSImageStream some jpeg into a MTSInstance, or rather a MTSGeometry, rather than a MTSTexture declared in a Instance?... Is it allowed?
And, do MTSTextureMap nested into some MTSInstance have the same value (and referenceability) as those declared before the MTSInstance (for purposes of crossed images fading)? If I MTSImageStream a jpeg into a nested MTSTextureMap, will I succeed?

Thank you very much!
m.
 
Posts: 2 | Location: Torino, Italy | Registered: March 27, 2003Reply With QuoteEdit or Delete MessageReport This Post
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Picture of DavidR
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manaus

yes. good job. you got it.

DavidR

PS -
- The nuances might be better described as "attributes" and opacity is another one.

- A parent-child relationship can exist as you described, and it can get deeper.

- Making the nested texture map really small keeps the file size down (we're talking 1x1), then make the externally referenced file the good one. The nesting occurs in the MTS file.

- Once instances and their attributes have been declared and all that, then the fun starts.

- The MTSTimeElem then can manipulate the objects and their attributes over time. Check out the Scene Interactors guide document and your head might spin with possibilities.

hope this helps.
show us what you get when you get something to show!
regards
DavidR
 
Posts: 308 | Location: Atlanta Georgia | Registered: January 24, 2003Reply With QuoteEdit or Delete MessageReport This Post
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