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Tommato

Member Since 25 Oct 2010
Offline Last Active Sep 25 2014 11:11 PM

Posts I've Made

In Topic: FBX - UV usable range?

25 September 2014 - 02:15 AM


There's no point in assigning texture coordinates to a texture
Please look at image above. From FBX I've read the texture map that has this image and uses UVs, I know their ranges. FBX texture scales are 1.0 and translation is 0.0. Please tell me how the texture should be mapped? Or, in other words, how to calc what pixel corresponds to a vertex? IMO there are not enough data, that's what I'm looking for.

In Topic: FBX - UV usable range?

23 September 2014 - 11:14 AM

It's easy to check in practice. For example for the attached texture the U range is [-3.61...4.82]. But obviously it can't be tiled rationally with assumption the range is [0..1]


In Topic: FBX - UV usable range?

23 September 2014 - 01:20 AM


No. [0,0] is the upper-left corner of the image and [1,1] is the lower-right. [0.5,0.5] is the center. It is not “predefined”, it is the result of the convention.
I see no any difference, anyway constant values are used

 


If the UV’s go from -100 to 0, then the image repeats 100 times. If they go from 0 to 100, it repeats 100 more times. -100 to 100? 200 repeats.
It's only in OpenGL (black sheep in 3D family). Generally 3d apps can write any UV values

In Topic: FBX - UV usable range?

20 September 2014 - 10:18 PM

(0.5, 0.5) maps to the image center. The UV range is [0..1]

So it's hard-coded/predefined? But what to do with large UV ranges like [-100..+100]? I'm confused because AFAIK UV are created in modeler and can be any. Does FBX guarantee the UV mapping is always "normalized" in range [0..1]? If so where it's written in doc?

 

Thanks and sorry for a lot of questions  ;-)


In Topic: Picking a set of vertices

03 August 2014 - 12:15 AM


For vertex visibility you need to render again outputted vertices (maybe as points?) and check if Z test pass/fail or use occlusion query. If you want indices of those vertices you just have to add a vertex attribute that store the index
Thx for your reply

 

- how can I perform this Z test and/or occlusion query?

- should I use GL_PASS_THROUGH_TOKEN to assign index or there is other/better way?

 

Thanks


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