Jump to content
  • Advertisement
Sign in to follow this  

texture coordinate to texel

This topic is 4875 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello, I have a texture atlas for an object in my scene. If i search the pixel in my texture that corresponds to my texture coordinate and i change its color, i get a strange result. While in my texture only one pixel is change from color, i get after texture mapping more changes. Here is the link to the screenshots of my problem, that makes my problem more clearly. http://lumumba.luc.ac.be/~takis187/blaai/ void Texture::adjust(const Vector2D& texcoord, const Vector3D& color, float alpha) { float u=texcoord.getU(); float v=texcoord.getV(); float x = (u-floorf(u))*m_width; float y = (v-floorf(v))*m_height; float i = floorf(x); float j = floorf(y); unsigned char* pix=lookup_raw((int)i,(int)j); pix[0]=(unsigned char)(color.getR()<0.f ? 0.f: color.getR()>1.f ? 255.f : color.getR()*255.f); pix[1]=(unsigned char)(color.getG()<0.f ? 0.f: color.getG()>1.f ? 255.f : color.getG()*255.f); pix[2]=(unsigned char)(color.getB()<0.f ? 0.f: color.getB()>1.f ? 255.f : color.getB()*255.f); if(m_channels==4) pix[3]=(unsigned char)(alpha<0.f ? 0.f: alpha>1.f ? 255.f : alpha*255.f); } inline unsigned char* Texture::lookup_raw(int col, int row) { return m_map + m_channels * (m_width*row + col); }

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!