From: Tom P. <ga...@fa...> - 2008-07-28 22:45:16
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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. Again, it would seem (to me) to depend on the implementation, since it depends how you interpret the fractional portion of the values. E.g. I seem to remember hearing that different hardware implemented modulus differently, so -3.5 % 2.0 could yield 1.5 or .5 (or possibly a negative version of one of those?), depending on your implementation. So then the question is one of whether you interpret -.3 U as .3 or .7. Can one say with certainty that one way is wrong and the other right? I mean, to me if I have the mode "wrap" set, I sure wouldn't expect it'd implicitly mean "flip." For that, I'd choose a "mirror" mode instead. -tom! |