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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Sat, 1 Apr 2006 14:16:35 -0800
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> <8EB315F5-F944-4907-90BA-9F8527AFDB01 at chaoticbox dot com>
Well with my Trimesh, I thought the top left was 0,0, instead the top was 1 and the bottom was 0 (the left-right [0-1] seems to be correct). At least that's what it looks like, unless somewhere else is wrong in my code that is causing this? Maybe RB flipped the texture?

It seems to be working--not sure how or why--so I'm over it. For nearly 2 hours, I could not find anything wrong with my code.


On Apr 1, 2006, at 2:07 PM, Frank Condello wrote:

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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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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