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Adobe Director Basics

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ADOBE DIRECTOR BASICS<br />

3D: Controlling appearance<br />

lineOffset and useLineOffset<br />

If you set lineOffset to TRUE, you can alter the apparent thickness of the creases and boundary lines by altering the<br />

value of lineOffset. You can use values between -100.0 (thickest) to 100.0 (thinnest lines). If you use a value outside<br />

this range, you will provoke a “Value out of range” script error.Note: You may wish to be cautious about using the<br />

lineOffset property, because when the camera is in certain positions, a series of apparently random lines may be drawn<br />

into the 3D sprite when useLineOffset is set to TRUE.<br />

Textures<br />

Textures are images that are optimized for display in a 3D environment. Each shader can have textures applied to it.<br />

Textures are 2D images drawn on the surface of a model. The appearance of the model’s surface is the combined effect<br />

of the shader and textures applied to it. If you do not specify a texture, a default red-and-white bitmap is used. Textures<br />

can also be displayed as 2D overlays and backdrops, or as particles emitted by a particle system.<br />

A texture is an image object stored inside a 3D cast member. Textures can be used in three ways:<br />

To map an image to the surface of a mesh or to provide information about the material or the environment, inside<br />

one of the texture layers of a shader object, See “Standard shaders” on page 131for details on how to use a texture<br />

inside a shader. See “Mapping a texture to a mesh resource” on page 150 for information on how to prepare a mesh<br />

resource so that the textures inside a shader are displayed correctly.<br />

As a 2D overlay or backdrop for a camera object. See “Overlays and backdrops” on page 47.<br />

To provide an image for the particles in a particle emitter object, see “Particles” on page 197.<br />

The treatment of images in a 3D environment makes intensive use of the computer processor, so various techniques<br />

are used to improve performance. The most obvious difference between 3D textures and 2D images is that 3D textures<br />

only have a limited number of possible dimensions. See “Images for textures” on page 144 for more details. Textures<br />

also have a number of properties that tells the video card how much processing to do before displaying them. See<br />

“Texture properties and method” on page 147 for more details.<br />

Texture names<br />

All textures in a given 3D cast member must have unique names. If you try to create a new texture with the same name<br />

as an existing texture, a script error occurs: “Object with duplicate name already exists”. See “3D namespace” on<br />

page 85 for more details.<br />

Accessing a texture<br />

A 3D world exported from a third-party 3D design application is likely to have many textures included within it.<br />

Textures are stored in the texture palette of the 3D cast member and can be referenced:<br />

By name (Lingo only)<br />

By index number<br />

For example:<br />

Last updated 8/26/2011<br />

141

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