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[DAT] (requires LDraw-compatible viewer)
Subject: 
Re: Texture mapping spec? (was Re: Doing Patterns and Bitmaps in MLCad)
Newsgroups: 
lugnet.cad.mlcad, lugnet.cad.dev
Date: 
Wed, 6 Sep 2000 17:16:56 GMT
Reply-To: 
{rui.martins@}NoSpam{link.pt}
Viewed: 
2347 times
  
On Wed, 6 Sep 2000, Farlie A wrote:

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

I second this ideia, and I would also like to add that extra directories never
hurt backwards compatibility.

I also have to say that you
I would like to remember that we should try to follow the path of the more
experienced, like the creators of OpenGL.

To be Generic, we should have a Texture Matrix, eventually a Texture Matrix
Stack, and then we should apply a texture coord to each vertex (quad=4, tri=3)

But You can see a hundred or More OpenGL programs, before you see someone
messing with the Texture Matrix. It is usually used only to transform, distort
or animate (translate) a texture.

So it doesn't have much sense to have one for Lego Stamping.
But for generality we could provide it, but as an extra command, since it will
be seldom (if ever) used.

something like:

0 MATRIX TEXTURE <matrix elements> [<Operation>]

where operation would be add, subtract, multiply or load, with load as the
default.
it would default to the identity matrix, it would never be issued if Not
required, and it would be local to the file where it appeared.
Also matrix should be 4x4, homogeneous coords.

AND

0 TEXTURE <vector1> <vector2> <vector3> [<vector4>]

this last one, just before the quad or tri where it should stick to

Note:
  Legos don't usually have a lot of stickers/paintings

Eventually we could have a more powerfull command, to define if the texture
should wrap, clamp, etc..
if we don't define it, at least, we should defined what is espected to happen,
or to be the default behaviour (if define it)

0 CONFIG <texture_property> <value>
or
0 SET <variable> <value>

this would also be generic.


Resuming:

0 SET TEXTURE_WRAP on
0 MATRIX TEXTURE 1 0 0 0  0 1 0 0  0 0 1 0  0 0 0 1  Load

0 TEXTURE  0 0  0 1  1 1
3 16  0 0 0  0 0 1  0 1 1

0 TEXTURE  0 0  0 1  1 1  1 0
4 16  0 0 0  0 0 1  0 1 1  0 1 0


See ya



Message has 1 Reply:
  Re: Texture mapping spec? (was Re: Doing Patterns and Bitmaps in MLCad)  [DAT]
 
(...) I orgot the Texture filename, so: 0 TEXTURE <texture_filename> <vector1> <vector2> <vector3> [<vector4>] So, Resuming again: 0 SET TEXTURE_WRAP on 0 MATRIX TEXTURE 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 Load 0 TEXTURE my_texture1.png 0 0 0 1 1 1 3 16 (...) (24 years ago, 6-Sep-00, to lugnet.cad.mlcad, lugnet.cad.dev)

Message is in Reply To:
  Texture mapping spec? (was Re: Doing Patterns and Bitmaps in MLCad)
 
(...) Sorry, Computing course at college showing through. (We were told try and specify EVERYTHING. Unfotunatly there is no concrete defintion of what EVREYTHING is.) (...) Agreed, but with the following questions? (Assuming simple rectangular (...) (24 years ago, 6-Sep-00, to lugnet.cad.mlcad, lugnet.cad.dev)

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