IBM TJ Watson Research

IBMTextureGradientsInterpolation

IBMTextureGradientsInterpolation.mp4

Description

This test case demonstrates texturing effects that can produce gradients. For example a simple 2 pixel texture will be rendered as a gradient going from the one pixel color to the other over the geometry being textured. Note, that while this is the usual expected behavior some players may not interpolate the colors resulting in half the geometry in one color and half in the other (pixel replication for scaling versus interpolation).

There are three rectangular shapes that are visible in the scene:

At t=2.0s ColorInterpolators are started which changes colors for most of the rectangles. One ColorInterpolator drives the upper rectangle's, the middle underneath rectangle's and the lower underneath rectangle's colors all of which start out as solid blue. The second ColorInterpolator drives the lower top rectangle's color (the one with gray+alpha PixelTexture). So the result of the interpolation is that:

All shapes should have the same color at all times on the left end since that is all driven via the first ColorInterpolator. Its only the lower right hand side that ends up with different colors from the second interpolator.

Note: a static color gradient can be simply done with two solid colors rather than using two rectangles one on top of the other with transparency. See IBMTextureGradientsSpinning for such examples.

Screenshot

Snapshot taken before interpolation which commences at t=2s.



Snapshot taken during interpolation.



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