background
Background {
eventIn SFBool set_bind
exposedField MFFloat groundAngle []
exposedField MFColor groundColor []
exposedField MFString backUrl []
exposedField MFString bottomUrl []
exposedField MFString frontUrl []
exposedField MFString leftUrl []
exposedField MFString rightUrl []
exposedField MFString topUrl []
exposedField MFFloat skyAngle []
exposedField MFColor skyColor [ 0 0 0 ]
eventOut SFBool isBound
}
- A bindable node !
- For creating permanent floating backgrounds
- Objects appear to float infornt of this
- Texture mapping the background would need spherical distortion of textures
- Good for starry backgrounds
- Can combine skyColor, groundColor and textures if textures have transparency
value
- Could use above fact to do dark (textured) trees against sky
- Always check there is one more groundColor thn groundAngle
- Same applies to skyColor and skyAngle
Example