scale_primitives_pixeltexture.x3d

X_ITE X3D Player   Test scale field for PixelTexture mapping to primitive geometry.Test browser ability to apply scales of (left to right) -4 -4, -2 -2, .5 .5, 2 2, and 4 4 to a PixelTexture consisting of a square checkerboard of blue (lower left quadrant), yellow (lower right), red (upper right) and green (upper left) mapped to the faces of primitive geometry, mapping with default primitive geometry mapping rules. The result (using the primitive mapping rules) is: 4 X 4 reversed and inverted matrix of reversed and inverted PixelTextures should appear on al1 geometry in the first (far left) column. The second column should display a reversed and inverted 2 X 2 matrix of PixelTextures on all geometry faces. The third geometry column should map a double sized PixelTexture and appear blue on all faces. The fourth column should display a 2 X 2 matrix of right side up pixeltextures, and the fifth column should display a 4 X 4 matrix of right side up pixeltextures.

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