Re: [Plib-devel] texture repeating
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From: Amit B. <am...@de...> - 2000-08-24 19:25:36
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Try moving your texture coordinates in by 1/2 a texel. So if your texture is 256x256, instead of using (0,0)-> (0,1) use ( 0.5 / 256 , 0.5 / 256 ) -> ( 0.5 / 256 , 1.0 - 0.5 / 256) etc. You get the idea. -Amit ----- Original Message ----- From: "Curtis L. Olson" <cu...@me...> To: <pli...@li...> Sent: Thursday, August 24, 2000 11:25 AM Subject: [Plib-devel] texture repeating > Steve, > > In ssg is there a way to control whether a texture is set to "repeat" > or not? > > As I start working on runways I'm starting to notice some artifacts. > > I want to slap a texture down on top of a specific area and have the > texture cover it completely ... texture coordinates of lower corner > are (0,0), upper corner are (1,1), etc. > > Now, what I'm finding is that if I have a texture that is all black > along one edge and all white along the other edge, I get some bleed > across to the opposite edge ... i.e. some of that white on one edge > scrolls around and shows up on the opposite edge and visa versa for > the black ... this makes it really ugly to piece together adjacent > textures because you always can see the joint because of this bleed > across. > > I'm assuming this is because the ssg textures are by default set to > repeat, right? > > Do you have any strategies you can share for avoiding this problem? > > Thanks, > > Curt. > -- > Curtis Olson Human Factors Research Lab Flight Gear Project > Twin Cities cu...@hf... cu...@fl... > Minnesota http://www.menet.umn.edu/~curt http://www.flightgear.org > _______________________________________________ > plib-devel mailing list > pli...@li... > http://lists.sourceforge.net/mailman/listinfo/plib-devel > |