2005-06-29 11:14 AM
2005-06-29 02:33 PM
F. wrote:Hi Frank,
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?
2005-06-29 03:34 PM
There was a discussion about this thread in the old GDL-Talk forum.OK I will have a look on it tonight, when I#m in the near of my archive.
Lubos Cipra, pointed to me the good way.
Attached a short test object, but i did not go further.Thanks. I will give it a try.
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 4From left to right you see trying it with VERT+EDGE+PGON, MESH and MASS:
2005-07-01 08:50 AM
!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
2005-07-01 11:21 AM
2005-09-02 01:11 PM
2008-09-11 02:52 PM
2008-09-11 03:18 PM
David wrote:David, that's exactly the point.
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?