Hello everyone,
I created a map using a heightmap and i have a question
how to correctly calculate texture coordinates for a texture that will be repeated on my map?
Thx!
calculate texture coordinates
Hi,
You can use the position of the vertex multiplied by some factor to get a texture to repeat over the terrain.
If you are using shaders you may so something like this in the vertex shader:
out.texcoord.xy = world_space_position.xy * factor;
where factor tells how many times the texture is repeated per 1 unit. If your units are meters and the factor is 1 , then the texture is repeated once every meter.
Cheers!
You can use the position of the vertex multiplied by some factor to get a texture to repeat over the terrain.
If you are using shaders you may so something like this in the vertex shader:
out.texcoord.xy = world_space_position.xy * factor;
where factor tells how many times the texture is repeated per 1 unit. If your units are meters and the factor is 1 , then the texture is repeated once every meter.
Cheers!
Thx , i have another problem, the texture isn't the same color as on my original image. an idea of the problem?
Hi,
Can you be a bit more specific? Like are the colors totally different than you expect (for example some of the RGB channels are swapped) or the texture is too bright / too dark (for example issue with gamma correction).
A screen shot also could help out a lot. Like, what you have and what you are supposed to have.
Cheers!
Can you be a bit more specific? Like are the colors totally different than you expect (for example some of the RGB channels are swapped) or the texture is too bright / too dark (for example issue with gamma correction).
A screen shot also could help out a lot. Like, what you have and what you are supposed to have.
Cheers!
I fix this problem with
DXUTSetIsInGammaCorrectMode(false);
Probably that's enough for now, but if you want to do things correctly, you should load your diffuse textures using the sRGB flag.
Cheers!
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