Jump to content
  • Advertisement
Sign in to follow this  
XXChester

DX Textures

This topic is 4097 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

I just have a quick question about Textures. My artist became a complete dick so now I am doing all modeling/texturing and programming myself. I was just wondering if the Artist actually applies the textures to meshes or if it is done through programming. I can't seem to figure it out. I thought the artist textures your meshes but I remember watching these developers and in some of the earliest episodes all of their meshes were checkerboarded black and white. Any thoughts would be great. Oh yes I also think it has to do with programming because if I texture items in say Milkshape they become all stretched and what not. This may all be because I am not an artist and I am not correctly texturing my meshes....any thoughts? Thank you all in advance; XXChester

Share this post


Link to post
Share on other sites
Advertisement
The link is "texture coordinates" - you have your geometry data, vertices and indices etc... and you have your texture data. Each vertex has a texture coordinate (in a 0.0-1.0 range) that says which part of the texture to map to that point.

So the artist will only really be using his or her tools to assign texture coordinates to each vertex in a mesh. Your application is still responsible for combining the pieces together when rendering - TC's are bound to a specific texture, so you can get legal results from an incorrect texture...

hth
Jack

Share this post


Link to post
Share on other sites
Thank you for your reply. I understand texture coordinates when I am making my own triangles and what not. The problem I am having is for example my terrain is being stretched over the whole area opposed to repeating it and not stretching and it looks horrible. That is what got me thinking that maybe they were programming it in those videos and the artist just creates the texture and does not pull the texture onto the mesh. I will post a screen shot of what I mean down below.


Blurry
See how the dirt (yes thats what it is suppose to be) is really blurry, I guess I am wondering if there is a way to make the image repeat itself through Milkshape/3ds or if I should program vertices/indices all over the land and not texture them in a modeling program?

I am just really confused about this becuase I know that the meshes are being stretched and I guess what I am wondering is how to they do it in the industry, is it through programming or through art,....but from the sounds of your post its a combination.

Share this post


Link to post
Share on other sites
If the whole terrain is one mesh, then you can tell the texture to wrap e.g. 10 times by using texture coords in the range 0..10 instead of 0..1. If you're procedurally generating the terrain from smaller chunks, then the smaller chunks tend to be textured in a way that they can wrap.

In any case, it's rarely done in code.

Share this post


Link to post
Share on other sites
Bingo...Thank you Evil Steeve I just figured out how to tile textures in Milkshape and now it looks much better. Thank you again.

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.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!