RE: texture rotated

RE: texture rotated


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Posted by E.Popov on May 05, 2000 at 16:49:09:

In reply to: Re: RE: Shape of texture fragments posted by BitShifter on May 05, 2000 at 11:49:32:

> > Why do we need to rotate the texture ? In TRViewer I only associate to each
> > vertex of a face (tri / quad) the texture coordinates from the
> > tr2_object_texture_vert structure (I juste add the X or Y -pixel field with
> > the matching X or Y -Coordinate field to have the (u,v) coordinates), and I
> > never saw problems in texturing...

> In the level file texture description chunck, the first coordinates is not
> always the one nearest the upper left corner of the texture tile. Instead,
> the coordinate type itself has a small flag set to indicate which of the
> three or four set of coordinate is the Lo (near the upper left corner) or the
> Hi, farthest away from).

Ok, but why do you need to know this info ? To show objects / rooms, just map with your texture coordinates without bothering knowing where the upper or lower corner is, and if you need this info for, as I suspect, your texturing tool, then you can just "sort" your texture coordinates: the upper left corner is the one with Y minimal (if there are several Y minimal, then use the X minimal)... I have the strong feeling that I missed something here, in fact :-)

E.Popov




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