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Re: Help with new Text3D Class

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Help with new Text3D Class
From: Frank Condello <developer at chaoticbox dot com>
Date: Sat, 1 Apr 2006 17:07:14 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <E9C9EC72-0D48-4A12-B800-BEFCE0B17415 at miensoftware dot com> <A08DF0DC-7C6B-4C08-85AE-B62637347CEA at miensoftware dot com> <e54c0470da1d7f6587e54fc9c6618e2b at fireyesoftware dot com> <7ZzM+VADpjLEFwla at w58wmorden dot demon dot co dot uk>
It's exactly that - OpenGL uses "proper" math co-ordinates (bottom left origin) and QD3D/Quesa/3DMF use page co-ordinates (top left origin) which tend to make more sense from an artist's point of view.

Frank.
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Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
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On 1-Apr-06, at 3:30 AM, Douglas Neale wrote:

Perhaps it's a bit like the difference between Cartesian co- ordinates used in Maths compared with page co-ordinates used in computer output where the horizontal co-ordinates go the same way but the vertical are reversed, as we plot from the top of the page downwards.

In message <e54c0470da1d7f6587e54fc9c6618e2b at fireyesoftware dot com>, Asher Dunn <asher at fireyesoftware dot com> writes

On Mar 31, 2006, at 1:30 PM, Lo Saeteurn wrote:

Well I sort of solved it. For some reason, the V (of the UV) is reversed so 1 minus the value fixes it.

I ran into something like that when importing 3DMF models. If I imported a 3DMF model and handed the data to OpenGL, the V coordinate was reversed.
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