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From: Peter M. <Pet...@mi...> - 2004-09-22 10:14:37
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Thanks for the answer. The rasterized objects are coming along but now and then points are a little under or a little over the float value I was expecting onscreen in pixels. Should I assume that the float value I give to Quesa in Rasterize Transforms to be equal to the pixel value on screen ? If they should I re-check my maths. Otherwise can I compensate in any way? (At the moment I am adding extra 1.0f to short lines, not ideal but is working.) Thanks in Advance, Peter. On 21 Sep 2004, at 16:50, James W. Walker wrote: > > On Sep 21, 2004, at 3:41 AM, Peter Michelsen wrote: > >> We have started to implement some of the new camera rastise transform >> style objects. >> I was reading the code in GeomTest for "createTestRasterize" and >> would like to know why you create UV's for the object even thou you >> are likely never to add a texture. In other words should I be >> creating UVs to camera rastise objects that I know will never have >> textures on them? Or have I miss the point of why the SurfaceUV >> attribute has been added. > > It's probably just because of the "Toggle Texture" command in Geom > Test. For your own use, I do not think you need UVs on an object that > will not be textured. > -- > <http://www.jwwalker.com/> > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: YOU BE THE JUDGE. Be one of 170 > Project Admins to receive an Apple iPod Mini FREE for your judgement on > who ports your project to Linux PPC the best. Sponsored by IBM. > Deadline: Sept. 24. Go here: http://sf.net/ppc_contest.php > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > |