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    <title>topic Re: TEVE - command in Libraries &amp; objects</title>
    <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111736#M36340</link>
    <description>&lt;BLOCKQUOTE&gt;There was a discussion about this thread in the old GDL-Talk forum.&lt;BR /&gt;
Lubos Cipra, pointed to me the good way.&lt;/BLOCKQUOTE&gt;
OK I will have a look on it tonight, when I#m in the near of my archive. &lt;E&gt;&lt;span class="lia-unicode-emoji" title=":winking_face:"&gt;😉&lt;/span&gt;&lt;/E&gt;&lt;BR /&gt;

&lt;BLOCKQUOTE&gt;Attached a short test object, but i did not go further.&lt;/BLOCKQUOTE&gt;

Thanks. I will give it a try.&lt;BR /&gt;
&lt;BR /&gt;
To see why I'm asking: I try to texture a flag by the following commands:
&lt;PRE&gt;BASE

! [... comands to shape the flag]

VERT 0,0,0  ! origin
VERT 1,0,0  ! X
VERT 0,1,0  ! Y
VERT 0,0,1  ! Z

crI = 1  !  1st Index
crU = 2+256 ! wrapping mode

COOR crU, crI,(crI+1),(crI+2),(crI+3) 

BODY -1 ! ... or 1 or 2 or 4
&lt;/PRE&gt;

From left to right you see trying it with VERT+EDGE+PGON, MESH and MASS:&lt;BR /&gt;
&lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/hoehe150cm.GIF" /&gt;&lt;BR /&gt;
&lt;BR /&gt;
If the triangles are not so talll the sliping of the texture is not visible:&lt;BR /&gt;
&lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/hoehe20cm.GIF" /&gt;.&lt;BR /&gt;
&lt;BR /&gt;
My last hope is TEVE. &lt;IMG src="https://community.graphisoft.com/legacyfs/online/emojis/icon_sad.gif" style="display : inline;" /&gt;</description>
    <pubDate>Wed, 29 Jun 2005 13:34:05 GMT</pubDate>
    <dc:creator>Frank Beister</dc:creator>
    <dc:date>2005-06-29T13:34:05Z</dc:date>
    <item>
      <title>TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111734#M36338</link>
      <description>&lt;DIV class="actalk-migrated-content"&gt;&lt;T&gt;Can anyone help me with the TEVE-command. How do I have to set the "u" and "v" - parameter. Is the origin of the texture related to the x/y/z of this vertex or to the local system?&lt;/T&gt;&lt;/DIV&gt;</description>
      <pubDate>Wed, 29 Jun 2005 09:14:47 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111734#M36338</guid>
      <dc:creator>Frank Beister</dc:creator>
      <dc:date>2005-06-29T09:14:47Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111735#M36339</link>
      <description>&lt;BLOCKQUOTE&gt;F. wrote:&lt;BR /&gt;Can anyone help me with the TEVE-command. How do I have to set the "u" and "v" - parameter. Is the origin of the texture related to the x/y/z of this vertex or to the local system?&lt;/BLOCKQUOTE&gt;
Hi Frank,&lt;BR /&gt;
&lt;BR /&gt;
There was a discussion about this thread in the old GDL-Talk forum.&lt;BR /&gt;
Lubos Cipra, pointed to me the good way. TEVE command must not be mixed with VERT. &lt;BR /&gt;
&lt;BR /&gt;
Attached a short test object, but i did not go further. Results are visible in rendering only.&lt;BR /&gt;
&lt;BR /&gt;
I remember an elephant object on a russian site using TEVE. Very realistic rendering.&lt;BR /&gt;
The skin texture looked the same as dinosaurs in Jurassic Park moovie, incredible!&lt;BR /&gt;
This object was converted from 3ds into AC primitives, if i remember.&lt;BR /&gt;
The size too, was incredible, not talking from the slowness. Unfortunately i trashed it.&lt;BR /&gt;
&lt;BR /&gt;
If you have the time to explore more this command, i would be interested to learn.</description>
      <pubDate>Wed, 29 Jun 2005 12:33:51 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111735#M36339</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2005-06-29T12:33:51Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111736#M36340</link>
      <description>&lt;BLOCKQUOTE&gt;There was a discussion about this thread in the old GDL-Talk forum.&lt;BR /&gt;
Lubos Cipra, pointed to me the good way.&lt;/BLOCKQUOTE&gt;
OK I will have a look on it tonight, when I#m in the near of my archive. &lt;E&gt;&lt;span class="lia-unicode-emoji" title=":winking_face:"&gt;😉&lt;/span&gt;&lt;/E&gt;&lt;BR /&gt;

&lt;BLOCKQUOTE&gt;Attached a short test object, but i did not go further.&lt;/BLOCKQUOTE&gt;

Thanks. I will give it a try.&lt;BR /&gt;
&lt;BR /&gt;
To see why I'm asking: I try to texture a flag by the following commands:
&lt;PRE&gt;BASE

! [... comands to shape the flag]

VERT 0,0,0  ! origin
VERT 1,0,0  ! X
VERT 0,1,0  ! Y
VERT 0,0,1  ! Z

crI = 1  !  1st Index
crU = 2+256 ! wrapping mode

COOR crU, crI,(crI+1),(crI+2),(crI+3) 

BODY -1 ! ... or 1 or 2 or 4
&lt;/PRE&gt;

From left to right you see trying it with VERT+EDGE+PGON, MESH and MASS:&lt;BR /&gt;
&lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/hoehe150cm.GIF" /&gt;&lt;BR /&gt;
&lt;BR /&gt;
If the triangles are not so talll the sliping of the texture is not visible:&lt;BR /&gt;
&lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/hoehe20cm.GIF" /&gt;.&lt;BR /&gt;
&lt;BR /&gt;
My last hope is TEVE. &lt;IMG src="https://community.graphisoft.com/legacyfs/online/emojis/icon_sad.gif" style="display : inline;" /&gt;</description>
      <pubDate>Wed, 29 Jun 2005 13:34:05 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111736#M36340</guid>
      <dc:creator>Frank Beister</dc:creator>
      <dc:date>2005-06-29T13:34:05Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111737#M36341</link>
      <description>My old test&lt;BR /&gt;
Today would charted UV to the extent of 0-1 &lt;BR /&gt;

&lt;PRE&gt;!TEVE Test krychle

width=A
height=B
C=zzyzx
rk=a
rk2=rk*2
rk3=rk*3
rk4=rk*4

DEFINE TEXTURE TX_Kit "krychle", rk*4,rk*3, 2, 0
DEFINE MATERIAL "KitTest" 20, 1, 1, 1,
 0.8,  0.74, 0.1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 69, -1,
 IND(TEXTURE, TX_Kit)


!if GLOB_FRAME_NR =0 then
!else
!   rotx (GLOB_FRAME_NR mod 12 ) *30
!endif
rotx uhel
SET MATERIAL "KitTest"
BASE
    TEVE 0, 0, rk, 0, rk2        !#1
    TEVE 0, 0, 0, rk, rk2        !#2
    TEVE 0, rk, 0, rk, rk      !#3
    TEVE 0, rk, rk, 0, rk      !#4
    TEVE rk, 0, 0, rk2, rk2      !#5
    TEVE rk, rk, 0,rk2,rk      !#6
    TEVE rk, rk, rk, rk3, rk     !#7
    TEVE rk, 0, rk, rk3,rk2     !#8
    TEVE 0, 0, rk, rk4, rk2     !#9
    TEVE 0, rk,rk, rk4, rk     !#10
    TEVE 0, 0, rk, rk, rk3     !#11
    TEVE rk, 0, rk, rk2, rk3     !#12
    TEVE 0, rk, rk, rk, 0     !#13
    TEVE rk, rk, rk,rk2, 0     !#14
 
!souradnice mapovani musi byt taky teve
!************************************
!coordinate mapped must be too teve
!************************************

    TEVE a, 0, 0 ,0,0        !#15 vektor x
    TEVE 0, a, 0 ,0,0         !#16 vektor y
    TEVE 0, 0, a ,0,0         !#17 vektor z
    TEVE 0,0,0 ,0,0         !#18 bod
    COOR 1+1024, 18, 15, 16,17


 EDGE 1,2,-1,-1,0       !#1
 EDGE 2,3,-1,-1,0       !#2
 EDGE 3,4,-1,-1,0       !#3
 EDGE 4,1,-1,-1,0       !#4
EDGE 2,5,-1,-1,0        !#5
EDGE 5,6,-1,-1,0        !#6
EDGE 6,3,-1,-1,0        !#7
EDGE 5,8,-1,-1,0        !#8
EDGE 8,7,-1,-1,0        !#9
EDGE 7,6,-1,-1,0        !#10
EDGE 8,9,-1,-1,0        !#11
EDGE 9,10,-1,-1,0       !#12
EDGE 10,7,-1,-1,0       !#13
EDGE 2,11,-1,-1,0       !#14
EDGE 11,12,-1,-1,0      !#15
EDGE 12,5,-1,-1,0       !#16
EDGE 6,14,-1,-1,0       !#17
EDGE 14,13,-1,-1,0      !#18
EDGE 13,3,-1,-1,0       !#19


 PGON 4,0,-1,5,6,7 ,-2      !strana 1
 PGON 4,0,-1,1,2,3,4       !strana 4
 PGON 4,0,-1,8,9,10,-6      !strana 2
 PGON 4,0,-1,11,12,13,-9    !strana 3
 PGON 4,0,-1,14,15,16,-5    !strana 5
 PGON 4,0,-1,-7,17,18,19    !strana 6

 BODY -1&lt;/PRE&gt;</description>
      <pubDate>Fri, 01 Jul 2005 06:50:13 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111737#M36341</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2005-07-01T06:50:13Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111738#M36342</link>
      <description>Thanks Lubos. I found your posting and object in the gdl-talk yesterday. I played a bit with the parameters and I am full of hope that this lead to success.&lt;BR /&gt;
&lt;BR /&gt;
The elephant, Oliver was talking about, I found in my archive too, but it is atransformed 3DS-model. There is not a lot to understand than that it works. &lt;BR /&gt;
&lt;BR /&gt;
Now I have an idea, how TEVE has to work.&lt;BR /&gt;
&lt;BR /&gt;
I will report the results of my efforts. Thanks so far.</description>
      <pubDate>Fri, 01 Jul 2005 09:21:35 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111738#M36342</guid>
      <dc:creator>Frank Beister</dc:creator>
      <dc:date>2005-07-01T09:21:35Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111739#M36343</link>
      <description>Sometimes it needs (or I need) time. Now I understand it. The texture will be wrapped around the surface. The streching and rotating to the plane of the PGON will be done automatically by the 3D engine. I only have to set to each point (TEVE) of the model where it is found on the texture (u/v). On the planar texture. And it has nothing to do with the position in the space.&lt;BR /&gt;
&lt;BR /&gt;
So finally I get only a correct wrapped model by using TEVE/EDGE/PGON/BODY:&lt;BR /&gt;
&lt;BR /&gt;
My examples from above (from left to right using TEVE+EDGE+PGON, MESH, MASS and COONS: &lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/comp_flat.jpg" /&gt;&lt;BR /&gt;
in isometric view:&lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/comp_iso.jpg" /&gt;&lt;BR /&gt;
&lt;BR /&gt;
Now I can do my flag:&lt;BR /&gt;
&lt;IMG src="http://www.opengdl.org/gdl-de/00017/Flag_final.jpg" /&gt;.</description>
      <pubDate>Fri, 02 Sep 2005 11:11:31 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111739#M36343</guid>
      <dc:creator>Frank Beister</dc:creator>
      <dc:date>2005-09-02T11:11:31Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111740#M36344</link>
      <description>Most of this discussion from 2005 is way above my pay grade, but am I correct in concluding that the only way to get a texture to correctly map over a very irregular MASS object is to de-construct the object into 3d primitives and use TEVE to define how the texture should be stretched over the surface?</description>
      <pubDate>Thu, 11 Sep 2008 12:52:57 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111740#M36344</guid>
      <dc:creator>David Collins</dc:creator>
      <dc:date>2008-09-11T12:52:57Z</dc:date>
    </item>
    <item>
      <title>Re: TEVE - command</title>
      <link>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111741#M36345</link>
      <description>&lt;BLOCKQUOTE&gt;David wrote:&lt;BR /&gt;Most of this discussion from 2005 is way above my pay grade, but am I correct in concluding that the only way to get a texture to correctly map over a very irregular MASS object is to de-construct the object into 3d primitives and use TEVE to define how the texture should be stretched over the surface?&lt;/BLOCKQUOTE&gt;

David, that's exactly the point.&lt;BR /&gt;
You can use TEVE only with other primitives. Take a look at Flag objects in the library below.&lt;BR /&gt;
No thickness, of course, in this example, but you can add one if necessary, to recreate a mesh.</description>
      <pubDate>Thu, 11 Sep 2008 13:18:56 GMT</pubDate>
      <guid>https://community.graphisoft.com/t5/Libraries-objects/TEVE-command/m-p/111741#M36345</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2008-09-11T13:18:56Z</dc:date>
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