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Mapping modes for each texture unit.
Glob
This option will use the meshes vertex coordinates as texture coordinates.
Object
This option uses an objects position as texture coordinates and projects them into eye coordinates.
UV
Use UV coordinates assigned to the mesh. The mesh must have UV coordinates for this option to work.
Orco
Same a Glob.
Stick, Win
Defaults to Orco.
Nor
Use the meshes normal as texture coordinates
Refl
Use the reflection vector for texture coordinates
Tangent
Use the tangent vector as texture coordinates.
Ofs
Apply an offset to the texture coordinates by offsX,offsY,offsZ.
Size
Scale the texture coordinates by sizeX,sizeY,sizeZ.
Plane
Set the eye plane for Object option.