Returns the Texture used with the current UV to display in OGL (as configured in the material's hardware display settings).
// get accessor Texture rtn = Material.CurrentTexture; |
set oCube = CreatePrim("Cube", "MeshSurface") ApplyShader CreateProjection oCube.Name, "siTxtSpherical", "siTxtDefaultSpherical", , "Texture_Projection" BlendInPresetsInsp , , , True, True set oMaterial = oCube.Material Application.LogMessage oMaterial.CurrentTexture |