tex/Builder code/Globals tex/Output geo/VolumeFromTexture
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code/Globals
The values the parent builder hands to every entity it runs over.
Globals
The outputs change with the builder this node sits under, because each builder has different values to offer. Under a geometry builder (geo/ObjectBuilder, geo/PointBuilder, geo/VolumeBuilder) you get the entity being processed: its position, its index, its uvw. Under a material or texture builder you get the shading values: P, N, UV, the camera position, the viewport resolution, and the clock. Under a tex/Builder, UV is the centre of the pixel being written, and InputColor is the colour of the picture wired into input 0 at the pixel being written, in linear light; with nothing wired there, reading it is refused. Under a 3D tex/Builder, UVW is the centre of the voxel being written, from 0 to 1 on each axis, VoxelPosition is its whole-number position (0 to the resolution minus 1 on each axis), UV is the first two values of UVW, so a 2D picture read at UV is the same on every slice, Resolution is the width and height, and InputColor is the 3D texture on input 0 at the voxel being written. A 2D tex/Builder refuses UVW and VoxelPosition: set its dimension to _3D. The clock outputs are `time` and `deltaTime`. `time` is seconds since play start reduced modulo 2048 seconds, the same value the `t()` expression returns, so an animation driven from it and a parameter driven from `t()` agree; an animation that does not repeat within that period jumps once every 2048 seconds. For a counter that only ever goes up, use the `frameIndex` scene uniform or the `f()` expression, which count render frames.
Examples
Scenes you can open in the editor that teach this node.
tex/Builder code/TextureInput code/Globals
This page is generated from the engine, so it describes the release you can download. The same text is in the editor's Help panel next to the node itself.