Hey Guys,
I've run into some problems regarding the textures in a Direct3D-Application.
For the sake of simplicity I'm using a surface which contains 4 vertices and 6 indices.
The surface is built with 2 triangles. The exact coordinates of the two triangles can be found here: http://gyazo.com/2b9...8179f3a8e95063d / http://gyazo.com/9b6...a5791bd547c93ce
I can't make out any mistakes concerning the position-coordinates and UV-coordinates (at a first glance).
This is the Texture I'm using: http://gyazo.com/12d...2f7cada915f3b3e
Let's get to my Question: Why is the pixel-shader mapping the texture like this? http://gyazo.com/1de...4aeb5c0713c2729
I'm suspecting the UV-Coordinates because they are most likely causing my problem.
What do you think? I would be very happy to read a few suggestions regarding my problem solution.
2 replies to this topic
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Posted 06 August 2012 - 03:31 PM
Thank you, it works with your UV-Setup.
Unfortunately i don't understand your solution process.
Could you maybe tell me why blender is using these coordinates for a non-triangular surface? http://gyazo.com/aad9f08725579ae4c1b7761045e0cbd5
Unfortunately i don't understand your solution process.
Could you maybe tell me why blender is using these coordinates for a non-triangular surface? http://gyazo.com/aad9f08725579ae4c1b7761045e0cbd5






