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masterbubu

OpenGL Trapezoid uvs preservation

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Hi All,

I am trying to create [url="http://www.xyzw.us/~cass/qcoord/"]this [/url]effect on Opengl ES, without any success.

basically I have created a quad which is built up from two tri's.

my goal is to distort the vertices as I wise, but the uv's needs to react accordingly ( as the link shows ).

I have read lots on information online, but not managed to preform the task.

Any help would be great...

tnx :)

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Um, the source code on the linked site is not helping? I don't know about openGL ES, but that link would have been the first link I would have posted. I'd be surprised if ES didn't support r,q coordinates.

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Hi,

OpenGL ES does not work with the fixed pipe line. So I can't use glTexCoord4f.
Also, ES does not supports Quads ( Only Tri's ).
Is there a way to achieve this effect on OGL ES ?

I have read about the algorithm "[background=rgb(247, 247, 247)][font="verdana, helvetica, sans-serif"][size="2"][color="#000000"]Direct Linear Transform" but I'm not sure it is possible for a quad that built up from 2 triangles.[/color][/size][/font][/background]

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The issues you brought up are not issues at all. A texture coordinate is a texture coordinate, so even if you cannot use glTexCoord, you still have access yo vertex arrays, and whether or not you draw quads or triangles, the effect is still the same given the same coordinates.

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I'm sorry, I'm confused... I have read to many resources, and I think I mixed them all.

this is the quad I defined:

<code>

SetPoints( vec3<float>(-20.0f , -10.0f, 0.0f),
vec3<float>(-10.0f , 10.0f, 0.0f),
vec3<float>( 10.0f , 10.0f, 0.0f),
vec3<float>( 20.0f , -10.0f, 0.0f) );

vTxCoords_.push_back(vec4<float>( 0.0f , 0.0f,1.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 0.0f , 1.0f,1.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 1.0f , 1.0f,1.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 1.0f , 0.0f,1.0f,1.0f));

// Populate the indices for 2 triangles
Face s;

s.uIndex[0] = 0; s.uIndex[1] = 1; s.uIndex[2] = 3;
pGeo->vFaces.push_back(s);

s.uIndex[0] = 3; s.uIndex[1] = 2; s.uIndex[2] = 1; // also try s.uIndex[0] = 3; s.uIndex[1] = 1; s.uIndex[2] = 2;
pGeo->vFaces.push_back(s);
</code>

the shader is a simple shader that uses texture2D function (texture2D( DiffuseColor, vOutTxCoords.xy ).rgb;)

I have tried the set the textCoord manually, but failed.

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You're not setting the q-value of the texture coordinate as described in the link. I would say the value for the narrow part of the quad should be 0.5, not 1.0, since that part is half the size of the opposite side of the quad.

edit: The s and t coordinates need to be 0.5 as well, not only the q-coordinate. Edited by Brother Bob

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I tried a brute force method, I denied a key for each coord of the texture ( for each vertex ), and tried to set them manually.

every combination that I do, I get a broken texture. looks like the texture is not interpolated as one quad.

(btw: how can I upload a photo to this forum ? )

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So what have you tried to to se the texture coordinates to? It looks like the texture coordinates you posted previously, but as I said, and as the link explained, you need to adjust the coordinates for the perspective effect.

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[CODE]
SetPoints( vec3<float>(-20.0f , -10.0f, 0.0f), // BottomLeft,
vec3<float>(-10.0f , 10.0f, 0.0f), // TopLeft,
vec3<float>( 10.0f , 10.0f, 0.0f), // TopRight,
vec3<float>( 20.0f , -10.0f, 0.0f) );// BottomRight

vTxCoords_.push_back(vec4<float>( 0.0f , 0.0f,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 0.0f , 0.5f,0.0f,0.5f));
vTxCoords_.push_back(vec4<float>( 0.5f , 0.5f,0.0f,0.5f));
vTxCoords_.push_back(vec4<float>( 1.0f , 0.0f,0.0f,1.0f));
[/CODE]

I changed the r component, to 0.

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[CODE]
//Setup
SetPoints( vec3<float>(-20.0f , -10.0f, 0.0f), // BottomLeft,
vec3<float>(-10.0f , 10.0f, 0.0f), // TopLeft,
vec3<float>( 10.0f , 10.0f, 0.0f), // TopRight,
vec3<float>( 20.0f , -10.0f, 0.0f) );// BottomRight

vTxCoords_.push_back(vec4<float>( 0.0f , 0.0f,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 0.0f , 0.5f,0.0f,0.5f));
vTxCoords_.push_back(vec4<float>( 0.5f , 0.5f,0.0f,0.5f));
vTxCoords_.push_back(vec4<float>( 1.0f , 0.0f,0.0f,1.0f));
Face s;
s.uIndex[0] = 0; s.uIndex[1] = 1; s.uIndex[2] = 3;
pGeo->vFaces.push_back(s);
s.uIndex[0] = 3; s.uIndex[1] = 2; s.uIndex[2] = 1;
pGeo->vFaces.push_back(s);
uiDrawFacesStartPos = 0;
uiDrawFacesEndPos = pGeo->vFaces.size();
//Draw
... Get/Set the attributes
unsigned int *ptr = &pGeo->vFaces[ uiDrawFacesStartPos ].uIndex[ 0 ];
unsigned int sz = (unsigned int)( uiDrawFacesEndPos - uiDrawFacesStartPos ) *3;
glDrawElements( GL_TRIANGLES, sz, GL_UNSIGNED_INT, ptr );
[/CODE]

The shader is very basic, just use the varying textCoord in the function texture2D

diffuse = texture2D( DiffuseColor, vOutTxCoords.xy ).rgb;

if more information is needed, please update me.

tnx :)

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Well, you haven't looked at the source code, or you haven't studied it in any depth.

The code clearly suggests (without reading the article) that the texture coordinates depend on the vertex coordinates. You just use independent values for the coordinates. I don't really understand why can't you just copy the coordinates and calculations from the source code (I know it's not a good way to learn, but et least you had something that you can experiment with). Edited by szecs

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Well I already tried that:

[CODE]
// Setup
// Globals
float top = .3;
float scale_texcoord = 1.f;

vTxCoords_.push_back(vec4<float>( -1.0f , -1.0f ,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( -1.0f , 1.0f ,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 1.0f , 1.0f ,0.0f,1.0f));
vTxCoords_.push_back(vec4<float>( 1.0f , -1.0f ,0.0f,1.0f));
SetPoints( vec3<float>( -1.0f , -1.0f, 0.0f), // BottomLeft,
vec3<float>( -1.0f , 1.0f, 0.0f), // TopLeft,
vec3<float>( 1.0f , 1.0f, 0.0f), // TopRight,
vec3<float>( 1.0f , -1.0f, 0.0f) );// BottomRight
Face s;
s.uIndex[0] = 0; s.uIndex[1] = 1; s.uIndex[2] = 3;
pGeo->vFaces.push_back(s);
s.uIndex[0] = 3; s.uIndex[1] = 2; s.uIndex[2] = 1;
pGeo->vFaces.push_back(s);
uiDrawFacesStartPos = 0;
uiDrawFacesEndPos = pGeo->vFaces.size();

//Draw
... Get/Set the attributes
unsigned int *ptr = &pGeo->vFaces[ uiDrawFacesStartPos ].uIndex[ 0 ];
unsigned int sz = (unsigned int)( uiDrawFacesEndPos - uiDrawFacesStartPos ) *3;
glDrawElements( GL_TRIANGLES, sz, GL_UNSIGNED_INT, ptr );



// Update Func
unsigned char keys[256];
GetKeyboardState( keys );
if( keys['1'] & 0x80 )
{
top += .05;
}
if( keys['2'] & 0x80 )
{
top -= .05;
}
float tx = scale_texcoord * top;
// Frist Triangle
pGeo->vGSVerts[0] = vec3<f32>(-1.0f , -1.0f, 0.0f);
pGeo->vGSVerts[1] = vec3<f32>(-top,1,0);
pGeo->vGSVerts[2] = vec3<f32>( top,1,0);
pGeo->vGSVerts[3] = vec3<f32>(1.0f , -1.0f, 0.0f);

vTxCoords_[1].x = -tx;
vTxCoords_[1].y = tx;
vTxCoords_[1].z = 0;
vTxCoords_[1].w = tx;
vTxCoords_[2].x = tx;
vTxCoords_[2].y = tx;
vTxCoords_[2].z = 0;
vTxCoords_[2].w = tx;
[/CODE]

the above code does exactly the same as the tutorial.

you can see on the attachment the result I got.

I have noticed that GL_PERSPECTIVE_CORRECTION_HINT is not available at ES.

maybe its the way I'm drawing may tri's ?

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Hmmmm. Is your texture a 8x8 checked texture?
If you, we should see a 16x16 checked texture stretched onto the trapezoid. But the texture is totally off, but the coordinates you specify look okay.

I don't see the problem but I don't think GL_PERSPECTIVE_CORRECTION_HINT has to do anything with that.

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Yes, it was 16x16.

I replaced it to 8x8.

hmmm... all looks the same ( beside the GL_QUAD thing ), I'm very lost in here [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img]

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This turned out to be a debugging question.

I'd try to only control the z and w texture coordinates (with the keyboard, shit I can't speak English today) to see they have any effect at all.
And I'd use a simpler to observe, non symmetric texture too, to see if it's flipped or upside down, etc. This may also be helpful to find the bug. Edited by szecs

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You are still only posting small fragments of your your code and there are still important things still missing. But since you at least posted some images with some additional clues (good observation szecs) that one half of the quad is only textured with half the texture, I get a feeling that you're not specifying four-component texture coordinates. The result seems consistent with your texture coordinates if you only take the first two components of them.

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