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        <title>categories</title>
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        <description>Assets/Materials/Categories

In IG.GFX, a Material Category is an important concept for efficient re-configuration of objects. While the Material of a geometry may change during run-time, it's Category is fix. Material Categories have a (scoped) Name, a Description and an optional Default Material.</description>
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        <description>Assets/Materials/Editor

to be extended

Questions and Answers

Q: I cannot see the Texture of my Material on the cube. Why?

A: Typically a texture replaces the diffuse color. In order to make all material parameters visible, we decided to not show the texture in the preview.</description>
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        <description>Assets/Materials/Mappings

Here, a Mapping describes how a Texture should be applied to a Geometry, i.e. the UV coordinates of that geometry.

Our Mapping model corresponds to the X3D/X3DOM Texture Mapping but without the center attribute. Also there is no metadata attribute.</description>
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        <description>Assets/Materials/Meta Materials

to be provided</description>
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        <description>Assets/Materials/Parameters

This page provides a table-oriented access to the Material parameters. A more WYSIWYG-like access is provided by page Assets/Materials/Editor which, however is restricted to the standard Phong parameters.

The page offers access to all Material parameters such as</description>
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        <description>Assets/Materials/Textures

A (Creator-) Texture is a collection of 2D images (maps) that enriches a Material or a Geometry.

These maps help to improve the surface representation.

For one and the same Texture, a number of real Files (maps) can be uploaded in</description>
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