Subject:
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Texture mapping spec? (was Re: Doing Patterns and Bitmaps in MLCad)
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Newsgroups:
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lugnet.cad.mlcad, lugnet.cad.dev
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Date:
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Wed, 6 Sep 2000 11:58:01 GMT
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Viewed:
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103 times
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In lugnet.cad.mlcad, Steve Bliss writes:
> In lugnet.cad.mlcad, Farlie A wrote:
>
> > OK,Revised Suggestion. (Still needs Further Disscussion)
>
> [snip]
>
> Urg. Why so wordy? Just do:
Sorry, Computing course at college showing through. (We were told try and
specify EVERYTHING. Unfotunatly there is no concrete defintion of what
EVREYTHING is.)
> 0 TEXTURE <position vector> <orientation matrix> <filename.type> [START
> <standard ldraw commands go here>
> 0 TEXTURE END]
Agreed, but with the following questions? (Assuming simple rectangular texture
mapping for the moment.- doing it for ANY quad is slightly more complex.)
>
> The <position vector> and <orientation matrix> parameters are identical to
> the parameters on the standard subfile command (linetype 1).
Agreed, I assume you mean the postion vector to be the centere of the image?
The orientation matrix I can understand but relying soley on this I feel would
limt the usefulness of the command.
> The entire START ... 0 TEXTURE END segment is optional. If someone is
> making a custom file, they don't have to include any more code than is
> necessary.
Agreed you dont need to check for START-END. You only need to check for proper
matching of TEXTURE-END pairs.
I am inclinded to agree with your suggestion above, but are they able to cope
with 'nested' textures such as those included by line type 1?
(I concede that this may be a browser rather than synstax issue..)
> In a different post, Travis wrote:
>
> > This actually wouldn't be necessary. Just put the DAT file which represents
> > the texture in between the TEXTURE START and TEXTURE END comments, and it
> > accomplishes the same thing without any compatibility issues.
>
> That would work, but would require the use of a subfile for the pattern.
> Which isn't the end of the world.
>
> 0 TEXTURE <filename.type> [START]
> 1 16 <position vector> <orientation matrix> <filename.dat>
> 0 TEXTURE END
>
> An advantage of this approach is that existing tools (such as LDAO) can
> still be used to edit (rotate, scale, inline) this code.
And you could update the texture used by chnaging the filename and not the
code. Much beter 'modularity' of *.DAT code (wich is a GOOD thing.)
>
> Is there any reason that both syntaxes couldn't be supported?
>
> BTW, none of this stuff will ever make it into the LDraw/LCAD parts
> library, in the library's current form. At some point in the future, I
> hope we advance enough to require a new library, with parts that are no
> longer compatible with the old LDraw/DAT standard. But we aren't there
> yet.
Such as the proposed Artemis format?
>
> The main reason that this won't make it to the library is *not* the
> meta-commands. It is because we'd have to carry the extra image files in
> the library. The current (unwritten) spec does not allow non-DAT files to
> exist in either the ldraw\p\ or ldraw\parts\ subdirectory trees.
Point taken but as noted in another post you could have a TEXTURES directory
of the L-Draw tree P or Parts directory. This of course might not be compatble
with the original L-draw/L-edit
> Steve
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Message has 2 Replies:
Message is in Reply To:
| | Re: Doing Patterns and Bitmaps in MLCad
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| (...) [snip] Urg. Why so wordy? Just do: 0 TEXTURE <position vector> <orientation matrix> <filename.type> [START <standard ldraw commands go here> 0 TEXTURE END] The <position vector> and <orientation matrix> parameters are identical to the (...) (24 years ago, 5-Sep-00, to lugnet.cad.mlcad, lugnet.cad.dev)
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