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.
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UV Mapping first try at spheres
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Box front
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Box left side textured correctly
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Box left side 2nd image
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Box back textured correctly
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Box ride side textured correctly
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Box straight on
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Box top
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Box bottom
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Boxes in a grid pattern
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Spheres in a grid pattern
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Non hierarchical image UV mapped
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Non hierarchical boxes image UV mapped
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A picture of me texture mapped onto the spheres and cubes
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