Question w/ regards to DX Texture Mapping...
Hi all,
Quite the noob to DX here...
Question with regards to texture mapping. I understand that all textures should be stored as images with dimensions to the power of 2 etc..
I've easily been able to take a 512x512 texture and map it to a cube with faces of 512 x 512 each (triangle strips equally a quad that is 512 x 512 )
My question though is, what if I wanted to (hypothetically) draw a rectangle with a flat face and map a *high quality* image of my drivers license to it?
the dimensions of the front face of the rectangle will obviously not be proportional to textures saved w/ dimensions to powers of 2..
The front face of the rectangle (3D Drivers License) will have say dimensions 490 x 238.
How would I properly map texture of say a high quality pic of my drivers license to such an "quad"?
Anyone know what I mean? any help would be greatly appreciated.
NOTE: I might be making this sound much more complicated than it really is. I'm just trying to think a bit ahead to some things I might want to do or try.
[edited by - _vizual_ on January 6, 2004 1:41:47 AM]
There are two ways to solve this. Either scale your texture up to the next power of 2, using a paint package, and then have your quad''s tu and tv values go from 0 to 1. Or, slightly more complicated, just create a texture which is of power 2 dimensions and is large enough to hold your original texture (in this case a 512 x 256), then copy your original texture onto the new texture and work out which texture coordinates map to the corners of the bit you want. E.G.
In this case, your texture coordinates would be:
tu from 0 to (490 / 512)
tv from 0 to (238 / 256)
---------------------------------------
Let''s struggle for our dream of Game!
http://andrewporritt.4t.com
<---------512-------------><------490------->---------------------------| | || Drivers license | || texture | || | ||------------------ || || |---------------------------
In this case, your texture coordinates would be:
tu from 0 to (490 / 512)
tv from 0 to (238 / 256)
---------------------------------------
Let''s struggle for our dream of Game!
http://andrewporritt.4t.com
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