void HwShaderExporter::setTexture (
        const PBBitmap * bitmap, 
        COLLADASW::Sampler& sampler
        )
    {
        if ( !bitmap )
        {
            //:TODO: retrieve default values from fx file
            return;
        }

        // Set the texture format.
        //:TODO: read from BitmapInfo::Type ()
        sampler.setFormat ( EffectTextureExporter::FORMAT );

        // Get the necessary exporters.
        EffectExporter* effectExporter = mDocumentExporter->getEffectExporter ();
        EffectTextureExporter* textureExporter = effectExporter->getTextureExporter();
        
        // The file name to connect to.
#ifdef UNICODE
		String fileName = bitmap->bi.Name() ? COLLADASW::URI::nativePathToUri( COLLADABU::StringUtils::wideString2utf8String(bitmap->bi.Name()) ) : "";
#else
        String fileName = bitmap->bi.Name() ? COLLADASW::URI::nativePathToUri( bitmap->bi.Name() ) : "";
#endif

        // Export, if we have a file name.
        if ( !fileName.empty () )
        {
            // Get the image path
            COLLADASW::URI shaderFxFileUri = mEffectProfile->getIncludeURI();

            // Take the filename for the unique image name
            COLLADASW::URI sourceFileUri ( shaderFxFileUri, fileName );
            if ( sourceFileUri.getScheme ().empty () )
                sourceFileUri.setScheme ( COLLADASW::URI::SCHEME_FILE );
            String maxImageId = /*DocumentExporter::mayaNameToColladaName*/ ( sourceFileUri.getPathFileBase().c_str () );

            // Get the image id of the maya image 
            String colladaImageId = textureExporter->findColladaImageId ( maxImageId );

            if ( colladaImageId.empty () )
            {
                colladaImageId = textureExporter->getImageIdList ().addId ( maxImageId );
                textureExporter->getMaxIdColladaImageId () [maxImageId] = colladaImageId;
            }

            // Export the image
            COLLADASW::Image* colladaImage = textureExporter->exportImage ( maxImageId, colladaImageId, sourceFileUri );

            // Get the image id of the exported collada image
            colladaImageId = colladaImage->getImageId();

            // Set the image reference
            sampler.setImageId ( colladaImageId );
        }
    }
    //---------------------------------------
    void MaterialExporter::setSetParamTexture (
        const cgfxAttrDef* attribute, 
        MObject texture, 
        COLLADASW::Sampler::SamplerType samplerType, 
        COLLADASW::ValueType::ColladaType samplerValueType )
    {
        // Get a pointer to the current stream writer.
        COLLADASW::StreamWriter* streamWriter = mDocumentExporter->getStreamWriter();

        // Get the image id
        MFnDependencyNode textureNode ( texture );
        String plugName = textureNode.name().asChar(); // file1

        // Get the file texture name
        MPlug filenamePlug = textureNode.findPlug ( ATTR_FILE_TEXTURE_NAME );
        MString mayaFileName;
        filenamePlug.getValue ( mayaFileName );
        if ( mayaFileName.length() == 0 ) return;
        String fileName = mayaFileName.asChar ();
        
        // Get the image path
        COLLADASW::URI shaderFxFileUri = getShaderFxFileUri ();

        // Take the filename for the unique image name 
        COLLADASW::URI sourceFileUri ( shaderFxFileUri, fileName );
        if ( sourceFileUri.getScheme ().empty () )
            sourceFileUri.setScheme ( COLLADASW::URI::SCHEME_FILE );
        String mayaImageId = DocumentExporter::mayaNameToColladaName ( sourceFileUri.getPathFileBase().c_str () );

        // Get the image id of the maya image 
        EffectExporter* effectExporter = mDocumentExporter->getEffectExporter ();
        String colladaImageId = effectExporter->findColladaImageId ( mayaImageId );
        if ( colladaImageId.empty () )
        {
            // Check if there is an extra attribute "colladaId" and use this as export id.
            MString attributeValue;
            DagHelper::getPlugValue ( texture, COLLADA_ID_ATTRIBUTE_NAME, attributeValue );
            if ( attributeValue != EMPTY_CSTRING )
            {
                // Generate a valid collada name, if necessary.
                colladaImageId = mDocumentExporter->mayaNameToColladaName ( attributeValue, false );
            }
            else
            {
                // Generate a COLLADA id for the new light object
                colladaImageId = DocumentExporter::mayaNameToColladaName ( textureNode.name() );
            }
            // Make the id unique and store it in a map for refernences.
            EffectTextureExporter* textureExporter = effectExporter->getTextureExporter ();
            colladaImageId = textureExporter->getImageIdList ().addId ( colladaImageId );
            textureExporter->getMayaIdColladaImageId () [mayaImageId] = colladaImageId;
        }

        // Export the image
        EffectTextureExporter* textureExporter = mDocumentExporter->getEffectExporter()->getTextureExporter();
        COLLADASW::Image* colladaImage = textureExporter->exportImage ( mayaImageId, colladaImageId, sourceFileUri );
        mayaImageId = colladaImage->getImageId();

        // Create the sampler and surface sid
        String samplerSid = mayaImageId + COLLADASW::Sampler::SAMPLER_SID_SUFFIX;
        String surfaceSid = mayaImageId + COLLADASW::Sampler::SURFACE_SID_SUFFIX;

        // Avoid export of dublicate sampler params
        if ( mSamplers.find ( samplerSid ) != mSamplers.end () ) return;
        mSamplers.insert ( samplerSid );

        // Create the sampler and add the sampler <setparam>
        COLLADASW::Sampler sampler ( samplerType, samplerSid, surfaceSid );
        sampler.setFormat ( EffectTextureExporter::FORMAT );
        sampler.setImageId ( colladaImage->getImageId() );
        sampler.addInSetParam ( streamWriter );
    }