Add texture coordinates to primitive shape types.

PiperOrigin-RevId: 964882123
Change-Id: I17723d21f29b3fe28e171de5c3d2bea1f55a94c2
This commit is contained in:
Sam Haves
2026-08-14 14:10:32 -07:00
committed by Copybara-Service
parent 4929f2cd99
commit cc7fb98cf4
18 changed files with 552 additions and 368 deletions
+15
View File
@@ -85,6 +85,21 @@ Rendering
.. admonition:: Breaking API changes
:class: attention
.. image:: https://www.gstatic.com/mujoco/doc/images/changelog/primitives_textured.gif
:align: right
:width: 40%
- Added explicit texture coordinates to built-in geometries (Plane, Box, Sphere, Ellipsoid, Capsule,
Cylinder) in both the Classic renderer and Filament. 2D textures applied to primitive shapes will look different
as textures are mapped using canonical UV parameterizations rather than projecting onto the :math:`x,y` plane.
For finite planes, textures are now anchored to the bottom-left corner instead of the center. This will cause the
most common visual breakage, as common procedural checker textures will be phase shifted. Infinite planes continue
to be anchored at the origin with no visual changes.
.. image:: images/changelog/plane_uv_tiling.png
:align: center
:width: 70%
- Added :ref:`light/softness<body-light-softness>`: edge softness for spotlights under physically-based lighting
models, given as the fraction of the cone over which intensity falls to zero. The default of 0.2 is a semi-soft
cone which delivers the full :ref:`intensity<body-light-intensity>` everywhere inside it, so that illuminance
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