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Newcomers AppGameKit Corner / Is the V coord for SetSpriteUV wrong, or am I wrong?

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Golelorn
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Posted: 8th Apr 2019 03:35
I thought the top left corner of an image is (0,1). Even The Google says its (0,1). But I have to use(0,0) for the SetSpriteUV commands to work. Am I doing something wrong? I am a very confused. Appreciate if I someone could correct me.

Thanks.
Bengismo
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Posted: 8th Apr 2019 09:20 Edited at: 8th Apr 2019 09:33
On an image in AppGameKit, the upper left UV coordinates are 0,0 and bottom right of the image is (1,1)



- This is similar to screen coordinates starting at top left.
Golelorn
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Posted: 8th Apr 2019 13:56
Thanks.

It's this way for images used for 3D, as well? Seems like a silly question, but I thought I had to use (0,1) in the past. Not surprised if I am wrong.
Bengismo
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Posted: 8th Apr 2019 15:38
Its the same in 3D too....the 0,0 UV coordinates are the top left of the image.


I can see why you would think 0,1 would be top left as in Open GL that is typically the case but in Direct X and Web GL 0,0 is the top left. In open GL a texture matrix is set so technically any corner of the image or even its centre could be represented by 0,0 but for use in AppGameKit 0,0 is the top left of the image.
Golelorn
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Posted: 8th Apr 2019 17:13
Thanks for clearing it up!
Phaelax
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Posted: 10th Apr 2019 08:10
Kinda late, but this might help.
https://www.zimnox.com/resources/articles/tutorials/?ar=t004
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Golelorn
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Posted: 10th Apr 2019 15:43
Haha,

That is the article I read that lead me to using [0,0].
Phaelax
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Posted: 1st May 2019 06:37
lol, doh!
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