Re: Eliptical filtering for all textures?

Date : Fri, 16 Feb 2007 12:04:29 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: Eliptical filtering for all textures?
Hi Alexander,

this works for me, though I'm a little bit unsure if the ProgID is a foolprove way of identifiying Image nodes. Anyone knows if this is always unique for a certain type of shader? Especially the *.1 at the end of the string looks somewhat suspicious to me, though it works for my quick test setup.

Hope that helps...

   -André


var eLibs = new Enumerator(ActiveProject.ActiveScene.MaterialLibraries); while(!eLibs.atEnd()){ var eMats = new Enumerator(eLibs.item().Items); while(!eMats.atEnd()){ var eShaders = new Enumerator(eMats.item().FindShaders(siShaderFilter)); while(!eShaders.atEnd()){ if(eShaders.item().ProgID == "Softimage.txt2d-image-explicit.1"){ //LogMessage(eShaders.item()); eShaders.item().Parameters("filtered").Value = true; eShaders.item().Parameters("bump_filtered").Value = true; } eShaders.moveNext(); } eMats.moveNext(); } eLibs.moveNext(); }


Alexander Hemery wrote:
morning everyone..
Is there a quick way to switch eliptical filtering ON for all textures in a scene?
I'm looking at x3dObject.FindChildren and siTextureShaderFamily...but I can't make it work..
I want to access and change the values of *.Image.filtered & *.Image.bump_filtered with a for each loop.
Cheers!
Alex.

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