As far as defining the tiles, The ElevationGrid
for this purpose is as follows:
zDimension 9 xSpacing 1 zSpacing 1 height [
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 |
Now we need to define the colors. First set the field colorPerVertex
to FALSE. This implies that the colors defined are applied to each square
of the chessboard, and not to the vertices.
Next set the color field to a Color
node with 64 values, alternating between black and white. The complete
code is as follows:
#VRML V2.0 utf8
Shape {
zDimension 9 xSpacing 1 zSpacing 1 height [
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 colorPerVertex FALSE color Color { color [ 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, 1 1 1, 0 0 0, ] } } } |