simApplyTexture
Applies a texture via texture coordinates to a shape
C++ synopsis
int simApplyTexture(int shapeHandle, const double* textureCoordinates, int textCoordSize,
const unsigned char* texture, const int* textureResolution, int options)
Arguments
- shapeHandle: handle of the shape
- textureCoordinates: UV texture coordinates. For each of the shape's triangle, there should be exactly 3 UV texture coordinate pairs
- textCoordSize: size of the textureCoordinate array
- texture: RGB or RGBA texture
- textureResolution: X/Y resolution of the texture
- options: bit-coded:
- bit0: if set (1), then adjacent texture pixels are not interpolated
- bit1: if set (2), then the texture is applied as a decal (its appearance won't be influenced by light conditions)
- bit2: unused, keep unset
- bit3: unused, keep unset
- bit4: if set (16), then the texture is RGBA, otherwise it is RGB
- bit5: if set (32), then the texture is horizontally flipped
- bit6: if set (64), then the texture is vertically flipped
Return
- The ID of the texture, or -1 in case of an error
See also:
|