Textures

Textures store information about how an image will be applied to a surface. Textures may be shared between appearances, including across features. Texture information is not stored directly on appearances, but in a central location called the FMELibrary. Appearances only store a unique identifier to textures, called texture references. References to textures shared in the FMELibrary are integers greater than 0. Each appearance has, at most, one texture reference.

Textures can contain a reference to a single raster.

Texture Properties

Coordinate Space Terminology: In order to reduce confusion between the real coordinate space of the surface and the texture coordinate space, FME uses the terms "u" and "v" to reference "x" and "y". Note that this terminology is also reflected in the property names.

Texture Center u

Specifies the origin of the texture coordinate system. Used only in conjunction with scaling and rotation.

Texture Center v

Specifies the origin of the texture coordinate system. Used only in conjunction with scaling and rotation.

Texture Rotation Angle

Specifies the counter-clockwise rotation angle of the texture in degrees around the texture center (from a line parallel to the u-axis, passing through the texture center).

Texture u Shearing Factor

The amount of shear along the u texture coordinate system axis, relative to the center.

Texture v Shearing Factor

The amount of shear along the v texture coordinate system axis, relative to the center.

Texture u Scaling Factor

The amount that the texture should be scaled along the u-axis.

Texture v Scaling Factor

The amount that the texture should be scaled along the v-axis.

Texture u Offset

The offset applied to the texture after all the other transformations are done.

Texture v Offset

The offset applied to the texture after all the other transformations are done.

Texture Wrap Style

Only affects the area outside the 0 to 1 u and v range. Not all texture wrapping styles are supported by each format, in which case the texture wrapping style defaults to a supported style by the consumer.

  • NONE: No texture wrapping style is given and behavior outside the 0 to 1 range is unspecified.
  • REPEAT_BOTH: Tiles the texture in both directions.
  • CLAMP_BOTH: Clamps both u and v to the 0 to 1 range and a constant boundary color fills values outside this range.
  • CLAMP_U_REPEAT_V: Clamps u to the 0 to 1 range and tiles in the v direction.
  • REPEAT_U_CLAMP_V: Clamps v to the 0 to 1 range and tiles in the u direction.
  • MIRROR: Mirrors the texture in the u and v direction.
  • BORDER_FILL: Uses a constant border color to fill values outside the u,v 0 to 1 range.

Texture Border Color

Used only with the BORDER_FILL wrapping style, and only supported by certain formats. Specifies the color to "bleed" in the space surrounding the texture raster.

Raster Reference

An integer value representing a raster stored in the FMELibrary.