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.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––
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.
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|