Eye Linear: Texture is applied as a plane on the object, using the absolute coordinate
system as a reference. If the object moves, texture does not move with it, it looks like the
object swims through the texture.
Sphere Map: The texture is projected with spherical distortion. This is often used for
environment mapping where you want the texture to look like a reflection of the
surrounding environment.
Reflection Map: Very similar to Sphere Map and also usually used for reflecting the
environment.
● Blending:
A given point of the texture is applied on a given vertex of the 3D model. The RGB (or in
the case of alpha channel, RGBA) value of this point may blend in different ways with the
color of the Material (defined by the setting of colors as discussed under the chapter
Materials and by lighting). The combination of these two gives the final color of the object
at that given point. The parameter of Blending defines the way of this combination.
Possible settings:
Modulate:
It multiplies (modulates) the RGB value derived from the texture with the RGB values
originating from the Diffuse color of the material. If you do not wish to tint the color
defined by the texture, use pure white (RGB=255,255,255) as the setting for Diffuse
color. In this case only the RGB values originating from the texture will apply.
Decal:
Makes a composite of RGB values of the material and of the texture at the given point
according to the alpha value originating from the texture. If there is more than one texture
unit used at the same time, the only useful setting of Blending in the case of the second,
third or fourth texture is the decal setting to serve any useful purpose.
Replace:
It does not take into account the diffuse color of the material, and applies the RGB values
originating from the texture without any modification. It disregards the alpha values as
well, so this setting is useless if you want to apply transparency (but Modulate with a pure
white Diffuse color does work with transparency).
Blend:
It blends the RGB values of the texture with the given color and not with the Diffuse color
of the Material.
Add:
It adds the RGB(A) values of the Diffuse color of the material and the texture.
● Resize quality:
Depending on the distance of the object from the camera, it may be necessary for the
texture to get scaled down (minification) or blown up (magnification). In both operations
filtering is also possible to improve quality, in this case the RGB(A) values of the resized
textures are calculated by an interpolating (bilinear) filter. In certain cases it may not be
useful to use this bilinear filter, which although produces smoother and better quality
result it also blurs the image. An example for such a case is when live video is applied as
texture on a rectangle by switching on the fit to screen parameter. In this case the filter,
otherwise improving quality, would unnecessarily deteriorate the quality of the clean
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