[gameprogrammer] Re: Texture Coordinates

  • From: Richard Sabbarton <richard.sabbarton@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Fri, 7 Aug 2009 10:17:08 +0100

Hi Alan,

Thanks for the feedback.  I hadn't thought of doing it like that but I
may take a look at it.

Rich

2009/8/7 Alan Wolfe <alan.wolfe@xxxxxxxxx>:
> hey rich
>
> you probably wish someone spoke up earlier but ive seen artists using
> modeling programs where it works kinda similarly.
>
> basically they have a view of the texture and the polygons of the model lay
> over that 2d view of the texture, the artists drag the shapes around and it
> controls how it gets textured
>
> it sounds kinda similar to your technique
>
> On Thu, Aug 6, 2009 at 3:46 PM, Richard Sabbarton
> <richard.sabbarton@xxxxxxxxx> wrote:
>>
>> Hi All,
>>
>> I thought I would share the solution came up with on working out the
>> texture coordinates.
>>
>> What I am doing is cycling through the vertices and calculating the
>> distance between them to get a total width/height for the mesh.  I
>> guess this is the virtual equivalent of stretching the mesh out flat
>> on a table...  I then cycle through the vertices again adjusting the
>> texture coordinates according to the dimensions of the flattened mesh
>> and the distance between the vertices.  In the tank example from my
>> previous mail the texture appeared stretched along the top surface and
>> then condenced at the front and rear where there is a higher density
>> of vertices (for the curved shape.)  After running the
>> TextureCoordinate recalculation the texture is smoothed out so that it
>> wraps evenly around the body of the tank without the previous
>> distortion.
>>
>> Regards
>>
>> Richard
>>
>> 2009/7/23 Richard Sabbarton <richard.sabbarton@xxxxxxxxx>:
>> > Hi Esam,
>> >
>> > The application is a model creator.  I am putting it together to
>> > create simple 3D models for use in games.  I have attached an example
>> > model of a tank that I have created using my app and a copy of the
>> > output file it generates.   I have also attached a screenshot of the
>> > app (still using hand drawn GUI atm...)  This should give you an idea
>> > of what the program is doing.  The reason for doing it is that I am
>> > not really a designer.  I don't have 3DSMax and if I did I wouldn't
>> > know how to use it.  If you look at the attached model you can see
>> > there is quite a number of vertices.  I am already able to switch on
>> > textures in the application but by the time I have manipulated the
>> > vertices into position the texture coordinates are normally pretty
>> > useless.  If there is a mechanism for automatically calculating a
>> > "best fit" then this is what I think I need to do.  Maybe with some
>> > manual fine tuning once this is done.  It would be interesting to know
>> > how applications like 3DSMax handle this sort of thing.
>> >
>> > I appreciate your feedback.
>> >
>> > Rich
>> >
>> > 2009/7/22 Esam Bustaty <e.bustaty@xxxxxxxxxx>:
>> >> Can you give us more idea about what does the application do??
>> >> If you use 3DSMax there is many ways to assign texture coordinates
>> >> (auto or
>> >> manual), I think I can help making most of them, but I just need to
>> >> understand what you need to help you with...
>> >>
>> >> ________________________________
>> >> From: Richard Sabbarton <richard.sabbarton@xxxxxxxxx>
>> >> To: gameprogrammer@xxxxxxxxxxxxx
>> >> Sent: Thursday, 23 July, 2009 12:42:21 AM
>> >> Subject: [gameprogrammer] Texture Coordinates
>> >>
>> >> Hi Guys,
>> >>
>> >> I am looking for some advice on how best to determine texture
>> >> coordinates for vertices.  I have been developing a 3D model utility
>> >> that can be used to create models for use in games and I am looking
>> >> for the best way of setting up texture coordinates.  The model format
>> >> is a simple array of vertices that are arranged into stacks of
>> >> TRIANGLE_STRIPS.  Each vertex has an assigned set of Texture
>> >> Coordinates.  I can create a new mesh, say a 4 vertex quad with
>> >> texture coordinates assigned correctly.  I can then subdivide the mesh
>> >> into 9 vertices and again into 25 vertices.  I don't have a problem
>> >> preserving the texture coordinates during subdivision but when I start
>> >> maniplulating the vertex coordinates it will stretch and skew the
>> >> texture.  I have no issues with why this is occuring, I am just
>> >> looking for advice on how best to manage texture coordinates.
>> >>
>> >> At the moment, the application allows you to select vertices and
>> >> adjust the texture coordinates manually but I am sure there must be a
>> >> better way of doing it that that...
>> >>
>> >> Any thoughts?
>> >>
>> >> Richard
>> >>
>> >>
>> >> P.S. If anyone is interesting in assisting with some testing of this
>> >> app then let me know.  I am thinking of making it freely available
>> >> when completed if there is some interest.
>> >>
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>> >>
>> >>
>> >>
>> >
>>
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