Re: [Algorithms] negative UV coords
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From: John P. <jo...@3d...> - 2008-07-26 22:34:21
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Assuming you don't have texture clamping turned on, negating uv's will cause them to be mirrored along the negated axis. If you think about it, by negating u, you will be walking backwards along the u axis, which means those texels will be encountered in reverse order, which is the order they will be mapped onto the triangle. Tom Plunket wrote: >> however, based on tests i did opening a simple 3d model of a plane >> with positive, and then negative uv coordinates, it seems like the >> negative sign is actually flipping the texture around the u/v >> axis. is this correct? >> > > Based on the variety of answers you're getting, I'd suggest that it > depends how it's implemented. > > Flipping when going negative seems bizarre to me, and I'm trying to > remember what happened on the PS2 (which is the last platform where > I even thought about it), however it had enough challenges with > tiling in the first place that there had to be significant magic in > the data conditioner to make the data look like something that the > machine could handle at all. > > -tom! > > ------------------------------------------------------------------------- > This SF.Net email is sponsored by the Moblin Your Move Developer's challenge > Build the coolest Linux based applications with Moblin SDK & win great prizes > Grand prize is a trip for two to an Open Source event anywhere in the world > http://moblin-contest.org/redirect.php?banner_id=100&url=/ > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list > > |