Set map info for specific part of object. partID is texture part, overall is 3. Selector: init:1, flip:2, repH:3, repV:4, long edge:5, worldZ:6, auto align:7
PROCEDURE SetTexMapBoolN(
obj : HANDLE;
texPartID : LONGINT;
texLayerID : LONGINT;
selector : INTEGER;
value : BOOLEAN);def vs.SetTexMapBoolN(obj, texPartID, texLayerID, selector, value):
return None| Name | Type | Description |
|---|---|---|
| obj | HANDLE | |
| texPartID | LONGINT | |
| texLayerID | LONGINT | |
| selector | INTEGER | |
| value | BOOLEAN |
BEGIN
TexIndex := Name2Index(MyTexName);
SetDefaultTexMapN (ObjHan,kTexturePartID,kTextureLayerID);
IF TexIndex <> 0 THEN SetTexturerefN(ObjHan,TexIndex, kTexturePartID,kTextureLayerID);
SetTexMapBoolN (ObjHan,kTexturePartID,kTextureLayerID,1,TRUE);
SetDefaultTexMapN (h3D,kTexturePartID,kTextureLayerID);
SetTexturerefN(h3D,gTextureRef,kTexturePartID,kTextureLayerID);
IF (Str2Boo(GetRField(ghParm,kPIOName,'Curved'))) THEN
SetTexMapIntN(h3D,kTexturePartID,kTextureLayerID,1,3);
SetTexMapBoolN (h3D,kTexturePartID,kTextureLayerID,1,TRUE);
SetTexMapBoolN (LEDMesh,kTexturePartID,kTextureLayerID,3,P__TileImage);
SetTexMapBoolN (LEDMesh,kTexturePartID,kTextureLayerID,4,P__TileImage);import vs
# Set map info for specific part of object.
obj = vs.FSActLayer() # handle to the first selected object on the active layer
texPartID = 1
texLayerID = 2
selector = 3
value = True
vs.SetTexMapBoolN(obj, texPartID, texLayerID, selector, value)Availability: from Vectorworks 2010