#X3D V3.0 utf8 PROFILE Interactive # This is not a MultiTexture test, but it tests a feature related # to some multi-texturing problems: # how various X3D browsers mix (single) texture # with Material.transparency and ColorRGBA node. PointLight { location 4 4 0 } # NavigationInfo { headlight FALSE } # RGB texture with alpha Transform { translation 0 +2 0 children Shape { geometry Box { size 1 1 1 } appearance Appearance { texture ImageTexture { url "data/squirrel_alpha.png" } } } } # Grayscale texture with alpha Transform { translation 2 +2 0 children Shape { geometry Box { size 1 1 1 } appearance Appearance { texture ImageTexture { url "data/squirrel_grayscale_alpha.png" } } } } # RGB texture with alpha, with Material.transparency <> 0 Transform { translation 0 0 0 children Shape { geometry Box { size 1 1 1 } appearance Appearance { material Material { transparency 0.5 } texture ImageTexture { url "data/squirrel_alpha.png" } } } } # Grayscale texture with alpha, with Material.transparency <> 0 Transform { translation 2 0 0 children Shape { geometry Box { size 1 1 1 } appearance Appearance { material Material { transparency 0.5 } texture ImageTexture { url "data/squirrel_grayscale_alpha.png" } } } } # RGB texture with alpha, with ColorRGBA with some alpha Transform { translation 0 -2 0 children Shape { geometry DEF MyIFS IndexedFaceSet { coord Coordinate { point [ 0 0 0, 1 0 0, 1 1 0, 0 1 0 ] } coordIndex [ 0 1 2 3 ] color ColorRGBA { color [ 1 1 1 0, 1 1 1 1, 1 1 1 0, 1 1 1 1 ] } solid FALSE } appearance Appearance { material Material { } texture ImageTexture { url "data/squirrel_alpha.png" } } } } # Grayscale texture with alpha, with ColorRGBA with some alpha Transform { translation 2 -2 0 children Shape { geometry USE MyIFS appearance Appearance { material Material { } texture ImageTexture { url "data/squirrel_grayscale_alpha.png" } } } } # Viewpoint ------------------------------------------------------------------ # Generated by view3dscene. # Use view3dscene "Console -> Print Current Camera..." to generate VRML/X3D code like below. # Camera settings "encoded" in the VRML/X3D declaration below : # direction 0 0 -1 # up 0 1 0 # gravityUp 0 1 0 Viewpoint { position 0.765625 0.625 7.9000005722045898 orientation 0 0 1 0 }