#Inventor V2.1 ascii

# Simple mapping example for SoTextureCoordinate2.
#
# 20020104 mortene.

Separator {
   Texture2 {
      image 6 8 3
      0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff
      0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff
      0x00ff0000 0x00ff0000 0x000000ff 0x000000ff 0x00ff00ff 0x00ff00ff
      0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00
      0x0000ff00 0x0000ff00 0x0000ffff 0x0000ffff 0x0000ff00 0x0000ff00
      0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff
      0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff
      0x00ffff00 0x00ffff00 0x000000ff 0x000000ff 0x00ffffff 0x00ffffff
   }

   Coordinate3 { point [ -1 -1 0, 1 -1 0, 1 1 0, -1 1 0 ] }

   # "1:1 mapping" to actual texture appearance. (Note that Y goes
   # from bottom to top, versus the common way of specifying bitmap
   # data from top to bottom.)

   TextureCoordinate2 { point [ 0 1, 1 1, 1 0, 0 0 ] }

   IndexedFaceSet {
      coordIndex [ 0, 1, 2, 3, -1 ]
      textureCoordIndex [ 0, 1, 2, 3, -1 ]
   }

   Translation { translation +4 0 0 }

   # Top left corner.

   TextureCoordinate2 { point [ 0 0.5, 0.5 0.5, 0.5 0, 0 0 ] }

   IndexedFaceSet {
      coordIndex [ 0, 1, 2, 3, -1 ]
      textureCoordIndex [ 0, 1, 2, 3, -1 ]
   }
}
