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
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