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: