Re: Eliptical filtering for all textures?

Date : Fri, 16 Feb 2007 14:05:51 +0100
To : XSI(at)Softimage.COM
From : André Adam <a_adam(at)49games.de>
Subject : Re: Eliptical filtering for all textures?
Parameter GUIDs! Certainly faster, perhaps a little bit too cryptic for my personaly taste -hmm- nahh, that's what comments are for... ;)

Cheers!

   -André


Bernard Lebel wrote:
Another approach (perhaps faster):

var oColl = XSIFactory.CreateObject( "XSI.Collection" );
oColl.additems( findobjects( null, "{1C500B61-023C-11D3-8C03-00A0243E3672}" ) );
oColl.additems( findobjects( null, "{B6B3EE80-FAAE-11D3-AE5D-00A0C96E63E1}" ) );


for( var e = new Enumerator( oColl ); !e.atEnd(); e.moveNext() )
{
    e.item().parameters( "bump_filtered" ).value = 1;
    if( e.item().parameters( "filtered" ) != null )
        e.item().parameters( "filtered" ).value = 1;
}



Cheers
Bernard



On 2/16/07, Alexander Hemery <vortex(at)fhw.gr> wrote:
Yeah this will do! thanks alot André ;)

Alex.


----- Original Message ----- From: "André Adam" <a_adam(at)49games.de> To: <XSI(at)Softimage.COM> Sent: Friday, February 16, 2007 1:04 PM 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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