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macross

Texture Mapping Problems

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folowing problem: after importing geometry and uv data from MAX, i go through the face list and render each triangle in the mesh with its UV-coordinates. Everything looks ok, except the cylindrical Mapping. There is an wrap at the connection point of the mapped texture. I know why it is so, but i have no idea how to solve that problem. I hope someone can help me. http://www.bytelords.de/public-img/mapping_problem01.jpg http://www.bytelords.de/public-img/uvkack.jpg in code: for(int fc=0; fc < g->faceList.size(); fc++) { B3DFace* f = g->faceList[fc]; B3DVec3* vertex; B3DVec2* uv; //-------------------------- vertex = g->vertexList[f->a]; uv = g->texCoordList[f->a]; glTexCoord2f(uv->x, uv->y); glVertex3f(vertex->x, vertex->y, vertex->z); vertex = g->vertexList[f->b]; uv = g->texCoordList[f->b]; glTexCoord2f(uv->x, uv->y); glVertex3f(vertex->x, vertex->y, vertex->z); vertex = g->vertexList[f->c]; uv = g->texCoordList[f->c]; glTexCoord2f(uv->x, uv->y); glVertex3f(vertex->x, vertex->y, vertex->z); }

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Meanwhile i solved the problem.

I exported the uv-coords per face and not per vertex. It makes it possible for one shared vertex to have different UV-Coords for different faces using that vertex.

However, it works now. :D

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