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Dark GDK / dbMakeMemblockFromMesh setting the U and V

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Benjames8
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Posted: 27th Apr 2013 22:10
I have been manipulating and creating objects by putting the data from dbMakeMemblockFromMesh into a struct. I want to set the uv's so there will be no stretching.

so far I've simply have been setting the
u[0] = x[0] + y[0]
and the
v[0] = z[0] + y[0]
Benjames8
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Posted: 28th Apr 2013 02:21
Here is my "project" the darker triangles are the filler and the lighter is what is left of the objects.
Not the point.. the point is that there is a lot of stretching.


.ZIP format

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Benjames8
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Posted: 28th Apr 2013 02:22
.RAR format

x y z are the coords for the vertices

u[0] = x[0] + y[0]
and the
v[0] = z[0] + y[0]

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Rudolpho
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Location: Sweden
Posted: 2nd May 2013 03:00
It may be because it's quite late over here but I don't quite get what the issue is? Care to clarify?

The UV coordinates are to be entered in the range [0..1]. If you go beyond this range they will wrap around, essentialy using only the decimal part.
As such setting the uv-coordinates to the vertex positions makes it sound like it is probably not what you want to accomplish. Especially considering that the polygons are triangles and not quads.
Again, please define "stretching" and I might be able to assist further


"Why do programmers get Halloween and Christmas mixed up?"
Benjames8
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Posted: 4th May 2013 01:01 Edited at: 4th May 2013 18:23


See how the squares are stretched in the left image?

essentially the uv\'s are set to the vertices coordinates making it tile or wrap like you where saying but my specific problem is the stretching of the texture.



//Triplanar Texture

http://www.ogre3d.org/forums/viewtopic.php?f=2&t=61396
[href]http://http.developer.nvidia.com/GPUGems3/gpugems3_ch01.html
[/href]
Im looking into this \"method\" called triplanar texture projection.
I believe it maps sorta like I am but instead of u=x and v=z it takes three \"projections\" (u=x & v=z , u=x & v=y, u=z & v=y) and then blends them based on the angles of the faces. This is all speculation.

//clamping

I found this site
http://codeflow.org/entries/2010/aug/17/springuv-minimize-distortions-from-planar-uv-mapped-terrain/
I like the idea of clamping more then triplanar projection.
With triplanar projection you rely on a shader.
With clamping its like built into the object.


Look at this picture of a face that has triplanar projection applied to it you can see where the textures blend but don't line up..


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