• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
tempvar

OBJ texture coordinates problem (UVW unwrapped)

2 posts in this topic

Hey,

I'm having some troubles with my textures but i'm not sure if its my GLSL shader, or my actual loading of the UV coordinates that is messed up. My model is UVW unwrapped in 3ds max and i've used that to texture it.

[img]http://i.imgur.com/dng2d.png[/img]

Just made a simple texture to test it out on this model.

[img]http://i.imgur.com/5w2KV.png[/img] This is the texture on the object in 3ds max.

And in my program...

[img]http://i.imgur.com/Q1SaE.png[/img]
The texture is quite messed up.

So i'm wondering if i've loaded the UV's incorrectly or my shader is wrong.

Vertex Shader:

[CODE]
#version 400
layout (location = 0) in vec3 VertexPosition;
layout (location = 1) in vec3 VertexNormal;
layout (location = 2) in vec2 TextureCoordinate;
out vec2 TexCoord;
uniform mat4 MVP;
void main()
{
TexCoord = TextureCoordinate;
gl_Position = MVP * vec4(VertexPosition,1.0);
}
[/CODE]


Frag Shader:

[CODE]
#version 400
in vec2 TexCoord;
layout( location = 0 ) out vec4 FragColor;
uniform sampler2D myTextureSampler;
void main()
{
FragColor = texture(myTextureSampler, TexCoord);
}
[/CODE]

Thank you.
0

Share this post


Link to post
Share on other sites
I'm guessing here since you didn't post complete code, but I assume that since the image you posted is 343x270 in size, your loader loaded it to 512x512 and stretched the pixels, or didn't stretch them, and you now get that kind of artifact. There is nothing relevant in the shader code, paste your image load and upload code if you can't figure it out.
0

Share this post


Link to post
Share on other sites
Thanks for the reply, I've confirmed that the data my obj loader is loading in is correct (the position, normal and uv arrays have the correct data in them). What i'm doing after that is trying to create Vertexes out of the data and put them into an interleaved VBO. I'm also using indexes to try and reduce any duplicate vertices, which may or may not be causing the problem.

This is the vertex structure i'm using
[CODE]
struct Vertex
{
float x, y, z;
float nx, ny, nz;
float s0, t0;
};
[/CODE]

Here i'm basically looping over the loaded in OBJ data and attempting to create an array (vector) of Vertexes and a vector of indices.

[CODE]
for (int i = 0; i < (signed)modelData.getFaceData().size(); i++)
{
Vertex vertex[3];
for (int j = 0; j < 3; j++)
{
int vertexIndex = modelData.getFaceData()[i].vIndex[j] - vertexOffset - 1;
int normalIndex = modelData.getFaceData()[i].vnIndex[j] - normalOffset - 1;
int textureIndex = modelData.getFaceData()[i].vtIndex[j] - textureOffset - 1;
vertex[j].x = modelData.getVertexData()[vertexIndex].x;
vertex[j].y = modelData.getVertexData()[vertexIndex].y;
vertex[j].z = modelData.getVertexData()[vertexIndex].z;
vertex[j].nx = modelData.getNormalData()[normalIndex].x;
vertex[j].ny = modelData.getNormalData()[normalIndex].y;
vertex[j].nz = modelData.getNormalData()[normalIndex].z;
if (textureIndex != -1)
{
vertex[j].s0 = modelData.getTexData()[textureIndex].u;
vertex[j].t0 = modelData.getTexData()[textureIndex].v;
}
int index = checkForDuplication(vertex[j]);
if (index != -1)
{
m_ibo.pushIndex(index);
}
else
{
m_ibo.pushIndex(counter);
m_vertices.push_back(vertex[j]);
counter++;
}
}
}
[/CODE]
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0