+//******************************************************
+void PartSet_Module::setTexture(const std::string & theTextureFile, const AISObjectPtr& thePrs)
+{
+ Handle(AIS_InteractiveObject) anAIS = thePrs->impl<Handle(AIS_InteractiveObject)>();
+ if (!anAIS.IsNull())
+ {
+ /// set color to white and change material aspect,
+ /// in order to keep a natural apect of the image.
+ thePrs->setColor(255, 255, 255);
+ Quantity_Color myShadingColor(NCollection_Vec3<float>(1., 1., 1.));
+ Handle(AIS_Shape) anAISShape = Handle(AIS_Shape)::DownCast(anAIS);
+ if (!anAISShape.IsNull())
+ {
+ auto myDrawer = anAISShape->Attributes();
+
+ myDrawer->ShadingAspect()->SetColor(myShadingColor);
+ myDrawer->ShadingAspect()->Aspect()->SetDistinguishOn();
+ Graphic3d_MaterialAspect aMatAspect(Graphic3d_NOM_PLASTIC);
+ aMatAspect.SetTransparency(0.0);
+ myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(aMatAspect);
+ myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(aMatAspect);
+
+ Handle(Image_PixMap) aPixmap;
+ QPixmap px(theTextureFile.c_str());
+
+ if (!px.isNull() )
+ aPixmap = OCCViewer_Utilities::imageToPixmap( px.toImage());
+
+ anAISShape->Attributes()->ShadingAspect()->Aspect()->SetTextureMap
+ (new Graphic3d_Texture2Dmanual(aPixmap));
+ anAISShape->Attributes()->ShadingAspect()->Aspect()->SetTextureMapOn();
+
+ anAISShape->SetDisplayMode(AIS_Shaded);
+ }
+ }
+
+}
+
+
+