SceneObject Properties

Requires: Base Development System

Inherits from Scene»SceneNode. View the class hierarchy.

PropertyDescription
Billboard:AxisReturns the axis that rotates if Billboard:Mode is axial. Details
Billboard:ModeSets the billboard mode for the 3D graph object. If the mode is No Billboarding, the object normal is set to default. Details
Billboard:NormalThe vector that describes the direction the object is facing before the object rotates. LabVIEW ignores this property if the value of Billboard:Mode is No Billboarding. Details
Billboard:PositionsReturns the positions of the objects to be billboarded. Details
Blending:BinReads or writes the draw bin in which you drop and store objects. The bin of an object affects the order in which the object appears when you render the scene. Details
Blending:Function:DestinationReads or writes the blend factor you apply to the color values of the currently stored pixels. Details
Blending:Function:SourceReads or writes the blend factor you apply to the color values of the incoming fragment. Details
Blending:ModeReads or writes if the color values you apply to a 3D object blend. Details
Draw Style:Face Culling ModeReads or writes the culling method you apply to the object. Details
Draw Style:Frontface ModeReads or writes how you determine the front-facing polygons of the 3D object. Details
Draw Style:Line WidthReads or writes the width of lines drawn for the 3D object. Set the value to -1 to inherit the line width of a parent object. Details
Draw Style:ModeReads or writes the method you use to draw the 3D object. You can choose from the following options: Details
Draw Style:Point SizeReads or writes the size of the points you use to draw the geometry. Set the value to -1 to inherit the point size of a parent object. Details
DrawableReturns the drawable attribute applied to a 3D object. Drawable attributes include geometries and text. You must close this reference. Details
Fog:ColorReads or writes the RGBA color value of the fog. The elements of this property accept values 0 to 1, where 0 represents the absence of the red, green, or blue color and 1 represents a full saturation of the current color. Details
Fog:DensityReads or writes the density of the fog you apply to the object. Valid values include any non-negative, floating-point number between 0 and 1. Details
Fog:EndReads or writes the point at which fog effects end. Fog grows denser as you move away from the camera but cuts off completely at the specified fog end point. Details
Fog:FunctionReads or writes the blending factor you use to apply fog to an object. Details
Fog:StartReads or writes the point at which the fog effects you apply to the object begin. Details
Line Stipple:FactorThe multiplier on the line stipple pattern. LabVIEW uses each bit factor number of times. Valid values range from 1 to 256, inclusive. Details
Line Stipple:ModeSets the mode for line stipple. Details
Line Stipple:PatternBit pattern for line stippling. This property converts a 16-bit unsigned integer into binary. For example, if you input the number 5, the bit pattern is 101. The bit pattern determines if the fragment is drawn on the graph. The Line Stipple:Factor property determines the size of the fragment. Details
Material:AmbientReads or writes the RGBA color value of the object that the ambient light affects. Materials only appear in lighted scenes. Details
Material:Color ModeReads or writes how the 3D object reacts to light. Materials only appear in lighted scenes. Details
Material:DiffuseReads or writes the RGBA color value of the lit object based on the angle between the orientation of the object and the direction of the light source. Materials only appear in lighted scenes. Details
Material:EmissionReads or writes the RGBA color value of the emissive light of the object. Emissive light emanates from the object itself instead of an external light source. Materials only appear in lighted scenes. Details
Material:ShininessReads or writes the size of the highlight that appears on the object when light reflects specularly off the object. Shine can be a value from 0128. Materials only appear in lighted scenes. Details
Material:SpecularReads or writes the RGBA color value of the object that represents the reflection of specular light off of the object. Materials only appear in lighted scenes. Details
PolygonOffset:FactorGets or sets the polygon offset factor. Changes to this property cause the polygon mode to change to off if it was inherited previously. Details
PolygonOffset:ModeGets/sets the mode for polygon offset. Details
PolygonOffset:UnitsGets or sets the polygon offset units. Changes to this property cause the polygon mode to change to off if it was inherited previously. Details
Specials:Anti-aliasingRead or writes whether the object is anti-aliased to smooth lines and edges that appear jagged. Details
Specials:AutonormalizingRead or writes whether the vertex normals of the object automatically normalize to enhance rendering speed. Details
Specials:Depth TestReads or writes whether the pixels of the 3D object pass the depth test. If the object passes the depth test, the incoming depth value replaces the value in the depth buffer when you render the scene. Details
Specials:LightingReads or writes whether a 3D object appears lit. Details
Specials:Shade ModelReads or writes whether a color-filled object appears shaded with one color or multiple colors. Details
Specials:TexturingReads or writes whether a 3D object appears with a texture. This property must be set to On to apply textures to an object. Details
TextureReads the texture that you apply to the 3D object. Details
TransformationReads or writes the transformation you apply to the object. Details
View Port:ModeReads or writes how to specify the size of the view port you use to view the scene. Details
View Port:View PortReads or writes the position and size of a viewing port through which you can view a 3D object in the 3D picture control. The x and y values specify the coordinates within the view port at which LabVIEW renders the object. The width and height specify the width and height of the view port. If you define a view port, objects do not appear beyond the specified bounds of the view port. Details