Class SoMaterialBinding

  • All Implemented Interfaces:

    public class SoMaterialBinding
    extends SoNode
    Node that specifies how multiple materials are bound to shapes. This node specifies how the current materials are bound to shapes that follow in the scene graph. Each shape node may interpret bindings differently. The current material always has a base value, which is defined by the first value of all material fields. Since material fields may have multiple values, the binding determines how these values are distributed over a shape.

    The bindings for faces and vertices are meaningful only for shapes that are made from faces and vertices. Similarly, the indexed bindings are only used by the shapes that allow indexing.

    The bindings apply only to diffuse colors and transparency. Other materials (emissive, specular, ambient, shininess) will have the first value applied to the entire shape, regardless of the material binding or the number provided.

    If the number of transparencies is less than the number of diffuse colors, only the first transparency value will be used, regardless of the material binding. If the number of diffuse colors in the state is less than the number required for the given binding, a debug warning will be printed and unpredictable colors will result.

    File format/default:

    MaterialBinding {

      value OVERALL

    Action behavior:

    SoGLRenderAction, SoCallbackAction
    Sets the current material binding type. Sets: SoMaterialBindingElement

    See Also:
    SoMaterial, SoNormalBinding, SoShape, SoVertexProperty, SoTextureCoordinateBinding
    • Constructor Detail

      • SoMaterialBinding

        public SoMaterialBinding()
        Creates a material binding node with default settings.