Tonight I wrote UV Texture Coordinate Creation for Sphere and Box primitives. This is generally straightforward but I ran into a decently complicated issue because not all of my cubes are defined as unit cubes! I have a non-hierarchical box and a hierarchical box, and the one is affected by matrix transformations while the other ones do not require this. That caused a problem as I was trying to compare the intersection points with the min/max points on the edges of the cube, and this was not possible until I translated the cube back to the place where a unit cube is generally defined. Sweet. So that took a while but it's awesome to have nice UV texture across the cube now too.
Note from these images that I haven't implemented Mesh UVs yet, I will not be generating these, instead I will be reading them in from the mesh OBJ file and doing some mad interpolation vibe. Word.
Hehe so anyway here are some images from tonight.
UV Mapping first try at spheres
Box front
Box left side textured correctly
Box left side 2nd image
Box back textured correctly
Box ride side textured correctly
Box straight on
Box top
Box bottom
Boxes in a grid pattern
Spheres in a grid pattern
Non hierarchical image UV mapped
Non hierarchical boxes image UV mapped
A picture of me texture mapped onto the spheres and cubes
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